{"title":"Efficient choice enumeration for narrative world design","authors":"Justus Robertson, A. Jhala, R. Young","doi":"10.1145/3337722.3337736","DOIUrl":"https://doi.org/10.1145/3337722.3337736","url":null,"abstract":"An open challenge for AI in digital games is narrative experience management, the problem of automatically directing virtual characters in an interactive story to produce specific narrative effects for human participants. One important aspect of interactive narrative quality is participant choice, which provides the central distinction between interactive and linear storytelling. Most experience management work identifies storytelling patterns an agent should value or guides participants through high-value story trajectories. However, the types and quality of choices available in an interactive story are influenced not only by a model of narrative and specific story character actions, but also the world design that affords situations and actions. In this paper, we present a method for generating all unique, accessible choice combinations for a story world as a first step towards experience-driven interactive narrative world design. We benchmark the approach against several baselines and discuss its use as a tool for human and automated world designers.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124976809","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}
{"title":"Jamming with children: an experience report","authors":"A. Fowler","doi":"10.1145/3337722.3341842","DOIUrl":"https://doi.org/10.1145/3337722.3341842","url":null,"abstract":"Although there is an increase in Science, Technology, Engineering, and Mathematics (STEM) career opportunities in most developed economies, the lack of qualified graduates to take these opportunities is a serious concern. Increasing participation in STEM education and experiences has the potential to address this issue. Furthermore, through increasing diversity of STEM qualified graduated not only has the potential to increase participation in STEM careers, but also assist in increasing product and service variety. In this submission the author presents an experience report of a game development summer camp and game jam for girls aged 9-11 years-old to help them form positive perceptions about computer science (CS) and STEM.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125112366","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}
{"title":"A design framework for playful wearables","authors":"O. Buruk, K. Isbister, Theresa Jean Tanenbaum","doi":"10.1145/3337722.3337733","DOIUrl":"https://doi.org/10.1145/3337722.3337733","url":null,"abstract":"Deployment of wearables for games has attracted the interest of designers and researchers both in academia and industry. However, few of these projects treat wearables as an integral part of the gameplay, often considering them as an extension of the central on-screen experience. While preliminary forays into wearable play show promise, we see a need for a rigorous design framework to illuminate the possibilities for the future of wearables for playful interaction design. In this paper we propose a Design Framework for Playful Wearables stemming from our extensive research and hands-on experience in leading four long-term game research projects incorporating wearables. We divide our framework into three high-level categories: the performative, the social and the interactive. We contend that this design space can be both a design tool for creators of wearable playful activities, as well as an analytical lens for evaluating existing wearable systems.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125388167","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}
{"title":"Tenure and promotion in the next era of game design and development programs: some thoughts and observations","authors":"Christopher A. Egert, Andrew M. Phelps","doi":"10.1145/3337722.3341874","DOIUrl":"https://doi.org/10.1145/3337722.3341874","url":null,"abstract":"Over the last two decades, programs in the field of game design and development have emerged and begun to flourish in the collegiate landscape. As academics look toward the next two decades, there is still much to be done in defining what game design and development programs represent and what those in the field respect and value in the process of tenure and promotion. Despite trends that indicate the field is beginning to stabilize, it seems there are more questions than answers as to what academics should be doing in these programs to achieve tenure and to have a career such in which they can achieve the awards and accolades of the academic system. In this paper, the authors examine some of the perceptions and challenges that await faculty in these programs and pose questions as to what barriers are still prevalent for careers in the academic field.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114255910","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}
{"title":"Game design frameworks: where do we start?","authors":"Zoë O'Shea, J. Freeman","doi":"10.1145/3337722.3337753","DOIUrl":"https://doi.org/10.1145/3337722.3337753","url":null,"abstract":"Attempts to improve our understanding and application of game design principles has seen a rise in the creation of \"frameworks\" for use in industry and academic study over time. A number of frameworks have come into popular practice and while there exists a \"common sense\" understanding of what a framework in game design might be, there are limited attempts to formally add to their definition through discourse. This paper seeks to address problems that may have led to this gap in our knowledge about frameworks. We also outline a selection of frameworks that we believe to be of use for developers, and present the questions that arose from early attempts to define and compare these frameworks. To the best of our knowledge, there are no other papers that attempt to address these basic concerns regarding frameworks in game design, and only two other surveys of some of the various frameworks available. Through our discussion and conclusion, we propose that further research should be done in the interests of finding an appropriate measure for comparing frameworks, as well as suggest potential methodologies to use. We stress the value of a process of discussion regarding frameworks, over the output of a strict definition. It is our hope that readers will find this paper a thought-provoking and useful resource for their own research and practice.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128704410","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}
{"title":"You have my sword; and my bow; and my axe: player perceptions of odd shaped dice for dungeons & dragons","authors":"Kamilla Borodina, Hamna Aslam, J. A. Brown","doi":"10.1145/3337722.3342236","DOIUrl":"https://doi.org/10.1145/3337722.3342236","url":null,"abstract":"Tabletop role-playing Games (RPG), such as Dungeons & Dragons (D&D) use dice in order to control the outcome actions by characters when the Game Master needs to introduce randomness. While dice are fundamental to such games, the examination of dice as objects of design has not been explored. This study examines fifty-nine participants (thirty familiar with the D20 set system) and asks them to examine two 7-die sets commonly used in D&D, the first set being a common set of polyhedrons, and the other set designed to replicate the objects used by a Wizard. It examines the fairness perceptions of the participants and finds that players who have experience with the polyhedral set in the past are more likely to accept the fairness of Wizard dice, and that all players are more likely to accept the fairness of the Wizard set after a play session.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121171419","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}
{"title":"Mind tricks for presence","authors":"Daniel Sjölie, Sebastian Badylak","doi":"10.1145/3337722.3337763","DOIUrl":"https://doi.org/10.1145/3337722.3337763","url":null,"abstract":"As virtual and mixed reality (VR/MR) technology moves steadily towards general availability accessible descriptions of the surrounding theory is desirable. An initial focus on high-level concepts can provide common language for diverse teams, including artists, designers and engineers, helping them to quickly get a sense of basic principles and gain a familiarity with related research for further study. The concepts of synchronized reality and grounded simulation are introduced as helpful starting points for thinking about the design and development of mixed reality systems with optimal presence. This paper provides case studies where recent commercial VR applications are analyzed with the proposed principles in mind, in an attempt to illustrate to developers how to think about design of mixed reality games for optimal presence.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121295991","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}
{"title":"JavaStrike","authors":"Dominic Kao","doi":"10.1145/3337722.3341828","DOIUrl":"https://doi.org/10.1145/3337722.3341828","url":null,"abstract":"In this paper, we describe JavaStrike1. JavaStrike is a Java development and execution environment that was developed from scratch inside Unity. The engine currently supports classes, functions, inheritance, polymorphism, interfaces, key-value stores, and much more. JavaStrike allows code to be displayed, executed, and debugged in the virtual world. We then create a third-person shooter game called CodeBreakers, which leverages the JavaStrike engine. CodeBreakers covers basic programming concepts such as variable types, intermediate programming concepts such as stacks, queues, and hashmaps, and advanced programming concepts such as inheritance, interfaces, and method overriding. JavaStrike is a first step towards general purpose programming engines embedded in virtual worlds.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128047809","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}
{"title":"Radical tunes: exploring the impact of music on memorization of stroke order in logographic writing systems","authors":"Oleksandra G. Keehl, Edward F. Melcer","doi":"10.1145/3337722.3337764","DOIUrl":"https://doi.org/10.1145/3337722.3337764","url":null,"abstract":"Music and rhythm are powerful tools that can be employed to enhance learning and memory. While games are commonly utilized to aid in second language acquisition, few have explored the implications of sound on learner's ability to draw and remember logographic characters (such as those in Chinese hanzi, Japanese kanji and Korean hanja). We created Radical Tunes, a kanji drawing music game, to explore the impacts of incorporating music on players' ability to retain meaning and stoke order of several kanji. In this paper, we describe the design rationale for Radical Tunes, and present results from a pilot study comparing a music focused version of the game with one that uses non-musical sound effects. Results show that while both conditions improved players' short-term ability to remember/draw kanji, there were no significant differences in improvement between the conditions. However, the use of music did improve immersion---an important factor related to learning. This work has implications for designers of second language acquisition games, and how they can incorporate rhythm and music into their games to increase player engagement.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128081957","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}
{"title":"Affordances of brainstorming toolkits and their use in game jams","authors":"Xavier Ho, M. Tomitsch","doi":"10.1145/3337722.3341841","DOIUrl":"https://doi.org/10.1145/3337722.3341841","url":null,"abstract":"Brainstorming is an important part of creative design, related to exploring the associativity of different ideas and the combination of their parts. Previous work has investigated social interactions, productivity, techniques, and quality of brainstorming activities. The paper contributes to this body of work by studying the design affordances of brainstorming toolkits, and the relationship between idea associations and brainstorming. We examined 21 brainstorming toolkits designed for creative brainstorming within the context of game design, which led us to four tiers of design affordances that specify the supportive qualities of toolkits for brainstorming. To gain further insights into the use of tools, we surveyed game jams participants about their brainstorming activities and the use of tools at Global Game Jam 2017. We found a large number of participants using traditional stationery to aid brainstorming and a common usage of mind mapping and rearranging post-it notes. These findings inform our discussion of how idea creation is leveraged by a hybrid use of traditional and digital tools.","PeriodicalId":319964,"journal":{"name":"Proceedings of the 14th International Conference on the Foundations of Digital Games","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125786013","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}