Proceedings of the 17th International Conference on the Foundations of Digital Games最新文献

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PreGLAM-MMM: Application and evaluation of affective adaptive generative music in video games pre - gram - mmm:情感自适应生成音乐在电子游戏中的应用与评价
Cale Plut, Philippe Pasquier, J. Ens, R. Tchemeube
{"title":"PreGLAM-MMM: Application and evaluation of affective adaptive generative music in video games","authors":"Cale Plut, Philippe Pasquier, J. Ens, R. Tchemeube","doi":"10.1145/3555858.3555947","DOIUrl":"https://doi.org/10.1145/3555858.3555947","url":null,"abstract":"We present and evaluate an application of affective adaptive generative music in a single-player, action-RPG video game. We create a score that serves as an audience to the gameplay, based on the output of PreGLAM, which models the emotional perception of a game audience. We use the Multi-track Music Machine to expand and extend a composed adaptive musical score, and we use industry-standard production techniques to synthesize and perform all of our musical scores. We evaluate our application of generative music in comparison to two composed scores, one adaptive and one linear. Our generative score is rated as nearly equivalent to a composed linear score in perceptions of emotional congruency, immersion, and preference.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116130862","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Tabletop role playing games and creativity: The Game Master perspective 桌面角色扮演游戏与创造力:游戏大师视角
A. Katifori, Dimitra Petousi, Pantelis Sakellariadis, M. Roussou, Yannis E. Ioannidis
{"title":"Tabletop role playing games and creativity: The Game Master perspective","authors":"A. Katifori, Dimitra Petousi, Pantelis Sakellariadis, M. Roussou, Yannis E. Ioannidis","doi":"10.1145/3555858.3555918","DOIUrl":"https://doi.org/10.1145/3555858.3555918","url":null,"abstract":"Tabletop role playing games (TRPGs) offer players the possibility to create and enact the actions of a character in a fictional game world, guided by a human “game master” (GM). The GM is the storyteller and facilitator who co-creates dynamically the world with the players. In this sense, creativity is a key aspect of TRPGs, both for the players and the GMs, confirmed by a number of existing studies. In this work we focus on the perspective of the GMs on creativity through a user study with 17 participants. They provide feedback on different aspects of creativity as expressed while preparing or executing a story. Our results, among others, highlight the importance of the creative aspects of the game for the GMs as motivation for assuming this role as well as their view of the game as a dynamic co-creation process where the player group dynamics are also a key factor.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117156510","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Developing the Relic Series: Exploring the Effects of Remediating Naively Generated Narrative 开发“遗迹”系列:探索修复幼稚生成叙事的效果
Henrik Warpefelt
{"title":"Developing the Relic Series: Exploring the Effects of Remediating Naively Generated Narrative","authors":"Henrik Warpefelt","doi":"10.1145/3555858.3563278","DOIUrl":"https://doi.org/10.1145/3555858.3563278","url":null,"abstract":"This paper describes the ongoing development of the Relic series – a series of games aimed at exploring the integration of procedurally generated content in games. The series currently consists of two games, both dungeon crawlers. The first game is text-based and focuses on a minimal experience, whereas the second game is a 2D Zelda-like game aimed at providing slightly more context while still maintaining a minimalist aesthetic. These games are currently under development and will transition to testing over the next year. In this paper, we will describe the design of this series, provide the research motivations for why they are designed the way they are, and describe our future testing plans as well as our planned future prototypes.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126830693","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Working Backwards: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs 使用理想的创意写作输出创建角色背景故事生成系统:使用理想的创意写作输出创建角色背景故事生成系统
Lynda Clark, Divij Sood
{"title":"Working Backwards: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs","authors":"Lynda Clark, Divij Sood","doi":"10.1145/3555858.3555867","DOIUrl":"https://doi.org/10.1145/3555858.3555867","url":null,"abstract":"This paper is a reflection on the process of designing and developing a character backstory generation system prototype following literary analysis of idealized textual outputs. An overview of previous generative systems (both academic and commercial) and some of the design priorities associated with these systems is described in order to set a context for the project. The design process is then described, with particular focus on the creation of the idealized outputs and their purpose. Finally, the learning outcomes following initial generative texts created by the prototype engine are shared, weighing the pros and cons of both the design approach, the resulting generator and its outputs.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114362039","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Privileging the Past: Problematic and Gendered Rhetoric in Retrogaming Content 赋予过去特权:复古游戏内容中的问题和性别修辞
Ian Larson
{"title":"Privileging the Past: Problematic and Gendered Rhetoric in Retrogaming Content","authors":"Ian Larson","doi":"10.1145/3555858.3555861","DOIUrl":"https://doi.org/10.1145/3555858.3555861","url":null,"abstract":"This paper presents qualitative analysis of 5 of the most popular retrogaming channels on the streaming site “YouTube” to understand how notions of gaming past are brought to bear on the present. Findings suggest that content creators draw upon personal histories and well-trodden discussions to present informational content about products of the past. However, these accounts are often situated in privileged and gendered accounts that are indicative of what Salter and Blodgett term “Toxic Geek Masculinity”[29]. Although seemingly innocuous, these narratives potentially contribute to barriers of entry into the gaming community for marginalized individuals that do not fit within the hegemonic gaming norm.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130396003","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Internet-assisted Dixit-playing AI 一个互联网辅助的玩dixit的AI
Dimitris Vatsakis, Paris Mavromoustakos-Blom, P. Spronck
{"title":"An Internet-assisted Dixit-playing AI","authors":"Dimitris Vatsakis, Paris Mavromoustakos-Blom, P. Spronck","doi":"10.1145/3555858.3555863","DOIUrl":"https://doi.org/10.1145/3555858.3555863","url":null,"abstract":"This paper investigates the development of an Artificial Intelligence (AI) agent which plays the voting phase of the board game Dixit. Given a set of open cards and a lexical “hint” provided by a player, our algorithm aims to predict which card the hint originally refers to. The AI agent is developed using Machine Learning (ML) algorithms for Natural Language Processing (NLP). The AI agent is equipped with models that explore data of human-played games and retrieves information from the internet to deal with any shortage of information. We show that the Dixit AI agent we developed is more accurate than the average human player in finding the card which corresponds to a hint.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131009627","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play 理解基于游戏的学习体验:设计与体验之间的摩擦框架
Daniel Fernández Galeote, Marius Diamant, Kristofers Volkovs, Chubo Zeko, Mattia Thibault, N. Legaki, Juho Hamari
{"title":"Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play","authors":"Daniel Fernández Galeote, Marius Diamant, Kristofers Volkovs, Chubo Zeko, Mattia Thibault, N. Legaki, Juho Hamari","doi":"10.1145/3555858.3555933","DOIUrl":"https://doi.org/10.1145/3555858.3555933","url":null,"abstract":"Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing game-like experiences in areas such as education, health, and sustainability. While these methods generally attempt to improve life for players, a central and underexplored issue is the friction between a design that wants players to attain a utilitarian outcome, such as learning, and players who often strive for self-directed play. Based on data collected from user testing of a digital serious game and following an inductive process, we created a thematic framework that focuses on the frictions and tensions that may arise between design and player. This framework may be used to understand how players engage holistically with serious games, but also to improve such games to maximize engagement with the content while acknowledging and allowing for player agency and emergent behavior.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"417 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134557659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
An Exploratory Study on the Purchase Intentions of Modern Board Games 现代桌游用户购买意愿的探索性研究
Mehmet Kosa, P. Spronck
{"title":"An Exploratory Study on the Purchase Intentions of Modern Board Games","authors":"Mehmet Kosa, P. Spronck","doi":"10.1145/3555858.3555907","DOIUrl":"https://doi.org/10.1145/3555858.3555907","url":null,"abstract":"Board gaming as a leisure activity is becoming increasingly popular. The research on modern commercial board gaming is also gaining momentum. In this study, we aim to investigate the factors that may play a role in board game purchase intentions. We conducted an online survey and collected data from habitual board gamers. Multiple regression analyses showed that enjoyment, positive word of mouth, age and gender were positively associated with purchase intentions whereas income, play frequency, prior board gaming experience and feelings of presence were not. We discuss the results and present potential future research.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"242 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122124817","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Mixed-initiative story co-creation with TaleMaker 与TaleMaker共同创作混合计划故事
M. R. Bueno Perez, Rafael Bidarra
{"title":"Mixed-initiative story co-creation with TaleMaker","authors":"M. R. Bueno Perez, Rafael Bidarra","doi":"10.1145/3555858.3555876","DOIUrl":"https://doi.org/10.1145/3555858.3555876","url":null,"abstract":"Most storytelling games bring people together to co-create stories. However, they often require considerable creative effort and skills from all players, possibly discouraging less resourceful participants and impairing stories’ quality. Moreover, most stories created within these games are usually only kept in players’ minds rather than on storage, despite being a valuable and original asset, with a large potential for the narrative research community. We address these challenges with a novel mixed-initiative approach aimed at supporting a group of players to incrementally co-create a story, one sentence at a time. Our method features a hand generator that offers a unique set of tokens (words) to each player in each turn. This generator carefully combines tokens relevant to the ongoing story, to each individual player, to the group as a whole and random. We implemented this method in TaleMaker, a multiplayer online game that stimulates playful co-creation of a story. TaleMaker gives players considerable creative freedom to compose their sentences, combining a gentle structural steering with the wisdom of the group to determine the best direction for the story. The collected output of TaleMaker consists of annotated stories, with slots (e.g. action, character, location) filled with words associated with a WordNet synset. From a preliminary evaluation, players reported that TaleMaker effectively stimulated story authoring, and perceived TaleMaker-created stories of considerable quality. In addition, a first analysis of the collected tokens confirms that players mostly collected story-related tokens, rather than those randomly offered.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"31 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125394398","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Entropy Lost: Nintendo’s Not-So-Random Sequence of 32, 767 Bits 熵丢失:任天堂的32 767位非随机序列
Trang Ngo, A. Williams
{"title":"Entropy Lost: Nintendo’s Not-So-Random Sequence of 32, 767 Bits","authors":"Trang Ngo, A. Williams","doi":"10.1145/3555858.3563265","DOIUrl":"https://doi.org/10.1145/3555858.3563265","url":null,"abstract":"Early video games didn’t have hardware support for random number generation, so developers used software-based RNG. We show that hundreds of games in the Nintendo Famicom / NES library regenerate the same pseudorandom sequence of 32, 767 bits, although the machine code for doing so comes in more than one hundred variants. We identified the disparate implementations using a simple regular expression that matches the following “fingerprint” of operations: LDA, AND, STA, LDA, AND, EOR, CLC, BEQ, SEC, ROR. These instructions implement a classic 15-bit linear feedback shift register associated with x15 + x7 + 1 (i.e., tap the 15th and 7th bits). However, many games devoted more memory to the LFSR’s state. For example, Donkey Kong (1983) used 8 bytes (or 8 · 8 = 64 bits), The Legend of Zelda (1986) used 13 bytes, and Super Mario Bros. 3 (1988) used 9 bytes. In each case, additional entropy is lost by a simple programming error: the bits are shifted in the wrong direction.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"227 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117002278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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