Proceedings of the 15th International Conference on the Foundations of Digital Games最新文献

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A Diagnostic Taxonomy of Failure in Videogames 电子游戏中失败的诊断分类
Batu Aytemiz, Adam M. Smith
{"title":"A Diagnostic Taxonomy of Failure in Videogames","authors":"Batu Aytemiz, Adam M. Smith","doi":"10.1145/3402942.3402979","DOIUrl":"https://doi.org/10.1145/3402942.3402979","url":null,"abstract":"Failure is integral to playing videogames, we do not have a precise terminology for discussing different categories of failure. This is a problem because certain failures are critical to the design intent of the game, and, as such, are desirable, whereas other failures detract from the play experience and are meant to be avoided. In this paper, we taxonomize several classes of failure in the player’s experience, offering a diagnostic tool that distinguishes in-loop failures from out-of-loop failures. By classifying both games and specific failure instances, the Taxonomy of Failure extends present vocabularies for: game designers making design choices, scholars critiquing the usability of games, educators teaching games, data analysts segmenting players, and game developers creating more adaptive games.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131609574","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: 13
Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game 危机管理博弈中时间压力效应的多模态研究
P. M. Blom, S. Bakkes, P. Spronck
{"title":"Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game","authors":"P. M. Blom, S. Bakkes, P. Spronck","doi":"10.1145/3402942.3403006","DOIUrl":"https://doi.org/10.1145/3402942.3403006","url":null,"abstract":"In this paper, we study the effect of time pressure on player behaviour during a dilemma-based crisis management game. We employ in-game action tracking, physiological sensor data and self-reporting in order to create multi-modal predictive models of player stress responses during a crisis management scenario. We were able to predict the experimental condition (time pressure vs. no time pressure) with 84.5% accuracy, using a game-only feature set. However, lower accuracy was observed when physiological sensor data was used for the same task. The method presented in this paper can be employed in crisis management training, aiming at assessing players’ responses to stressful conditions and manipulating player stress levels to provide personalised training scenarios.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"123 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116433966","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
Satirical Game Design: The Case of the Boardgame Construction BOOM! 讽刺游戏设计:桌面游戏建设热潮的案例
Jasper Schellekens, S. Caselli, S. Gualeni, Krista Bonello Rutter Giappone
{"title":"Satirical Game Design: The Case of the Boardgame Construction BOOM!","authors":"Jasper Schellekens, S. Caselli, S. Gualeni, Krista Bonello Rutter Giappone","doi":"10.1145/3402942.3403008","DOIUrl":"https://doi.org/10.1145/3402942.3403008","url":null,"abstract":"To 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 interaction. This paper contributes to our understanding of satire in games by discussing and annotating design decisions that were meant to be taken satirically. More specifically, the focus of this paper is Construction BOOM!, a tile-laying boardgame designed by the some of the authors of the paper (Gualeni and Schellekens) themselves with the overt intention of satirizing the current situation of real-estate development in Malta. Part of our contribution consists in leveraging the notion of the ’implied designer’ as articulated by Van de Mosselaer and Gualeni to show how game elements participate in the player’s inferring a satiric implied designer for the game. The paper highlights the opportunities available for designers to implement satire into the various elements of a game and opens the door to further research into exploring how much these elements influence the perception of satire by players.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133785777","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
Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development 要求学生完成所有的工作:对完全同行评估的游戏设计和开发课程的分析
P. Lanzi, D. Loiacono
{"title":"Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development","authors":"P. Lanzi, D. Loiacono","doi":"10.1145/3402942.3402992","DOIUrl":"https://doi.org/10.1145/3402942.3402992","url":null,"abstract":"Ten years ago we started a course on video game design and development. It was the first course on video games in our university and possibly in our country. We were immediately daunted by two main decisions: (i) the selection of the projects to be developed during the course and (ii) the evaluation of students’ projects. We wanted to give students the maximum freedom and no limit to their creativity. We wanted them to focus on the creation of a game that people would love to play without worrying about some score objectives to maximize and without caring about their instructors’ game design preferences. Accordingly, we decided to ask students to do all the job, starting from the submission and the selection of the game concepts to develop during the course, up to the final evaluation of the projects, the evaluation of their teammates, and thus basically the grading. In this paper, we discuss our experience over the last ten years with our course organization and grading model that, we believe, gives students complete freedom to express themselves and leaves them most of, if not all, the agency.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116011105","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
Procedural Generation for Divination and Inspiration 程序生成占卜和灵感
M. Pichlmair, Charlene Putney
{"title":"Procedural Generation for Divination and Inspiration","authors":"M. Pichlmair, Charlene Putney","doi":"10.1145/3402942.3402950","DOIUrl":"https://doi.org/10.1145/3402942.3402950","url":null,"abstract":"This paper presents a series of experiments that map the expressive space of specific procedural generation techniques with playful aleatory interventions. They are tools for inspiration based on divinatory practices. This paper connects these ancient procedural techniques to contemporary technologies like Twitter bots. We challenge the limits of these technologies in order to playfully explore the role they can play in everyday life. The first experiment, Nostrandomus, remixes ancient prophecies. The second one, Five Sparrows on a Vampire, generates proposals for dining experiences featuring recipes and accompanying eating instructions. The third tool, Haikookies, is a self-help inspired twitter bot that shares fortune cookie-style wisdom in haiku form. The final experiment, Tiphareth, is a set of partially procedurally generated tarot cards. Additionally, Ephemerald, a tool for streamlined Tracery-based [6] procedural content generation is introduced. The takeaway of this paper is that data curation is a fundamental component of working with generative systems. In other words, the human aspect needs to be present in order to create meaningful results.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123859731","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
Expanding Wave Function Collapse with Growing Grids for Procedural Map Generation 扩展波函数崩溃与增长网格程序地图生成
Tobias Nordvig Møller, J. Billeskov, G. Palamas
{"title":"Expanding Wave Function Collapse with Growing Grids for Procedural Map Generation","authors":"Tobias Nordvig Møller, J. Billeskov, G. Palamas","doi":"10.1145/3402942.3402987","DOIUrl":"https://doi.org/10.1145/3402942.3402987","url":null,"abstract":"This paper proposes a method to augment the basic Wave Function Collapse algorithm with the Growing Grid neural network for procedural map generation. The system accept a higher level description of the map, in the form of an image, and the system returns a list of solutions based on learning parameters and module constraints. First, a description of the technical implementation of the system is given. Second, the augmented WFC variant is evaluated from a user experience perspective, in the context of a first person cognitive map formation.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125183957","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: 4
Shopping for Game levels: A Visual Analytics Approach to Exploring Procedurally Generated Content 购买游戏关卡:探索程序生成内容的视觉分析方法
Ahmed M. Abuzuraiq, Osama Alsalman, H. Erhan
{"title":"Shopping for Game levels: A Visual Analytics Approach to Exploring Procedurally Generated Content","authors":"Ahmed M. Abuzuraiq, Osama Alsalman, H. Erhan","doi":"10.1145/3402942.3409793","DOIUrl":"https://doi.org/10.1145/3402942.3409793","url":null,"abstract":"Procedural content generation techniques can be used during game design to aid in exploration and expedite the content creation process. But this comes with the challenge of exploring a large quantity of generated content. This challenge is exacerbated by the lack of proper supporting tools. We contend that such tools should encourage exploration, and respect the nature of design judgment. We present a visual analytics tool, DesignSense, developed as a response to a similar challenge in the architectural design domain. In a case study, we applied DesignSense to a dataset of generated levels for a puzzle game. The initial observations suggest a match between the task described and the features present in DesignSense with room for improvement concerning its integration with the game development process.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"02 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130418508","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
Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds 叙述基础:在持久游戏世界中物化和管理突发叙述
Viktor Gustafsson, Benjamin Holme, W. Mackay
{"title":"Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds","authors":"Viktor Gustafsson, Benjamin Holme, W. Mackay","doi":"10.1145/3402942.3403015","DOIUrl":"https://doi.org/10.1145/3402942.3403015","url":null,"abstract":"Players 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 supported player influence by persisting changes in the world, they relied on players’ capacity to form their own stories and lacked guidance for character progression. We explore how persistence and narrative emergence let us build upon players’ influence rather than restrict it. We ran four studies and found that players highly value first-time and unique events, and often externalize their experiences to the Web to collaborate and socialize, but unintentionally also disrupt some aspects of in-game play. We introduce Narrative Substrates, a theoretical framework for designing game architectures that represent, manage, and persist traces of player activity as unique, interactive content. To illustrate and test the theory, we developed the game We Ride and deployed it as a two-phase technology probe over one year. We identify key benefits and challenges of our approach, and argue that reification of emergent narratives offers new design opportunities for creating truly interactive games.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129437067","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: 7
Player Behavior Profiling through Provenance Graphs and Representation Learning 通过来源图和表征学习分析玩家行为
S. Melo, Troy C. Kohwalter, E. Clua, A. Paes, Leonardo Gresta Paulino Murta
{"title":"Player Behavior Profiling through Provenance Graphs and Representation Learning","authors":"S. Melo, Troy C. Kohwalter, E. Clua, A. Paes, Leonardo Gresta Paulino Murta","doi":"10.1145/3402942.3402961","DOIUrl":"https://doi.org/10.1145/3402942.3402961","url":null,"abstract":"Arguably, player behavior profiling is one of the most relevant tasks of Game Analytics. However, to fulfill the needs of this task, gameplay data should be handled so that the player behavior can be profiled and even understood. Usually, gameplay data is stored as raw log-like files, from which gameplay metrics are computed. However, gameplay metrics have been commonly used as input to classify player behavior with two drawbacks: (1) gameplay metrics are mostly handcrafted and (2) they might not be adequate for fine-grain analysis as they are just computed after key events, such as stage or game completion. In this paper, we present a novel approach for player profiling based on provenance graphs, an alternative to log-like files that model causal relationships between entities in game. Our approach leverages recent advances in deep learning over graph representation of player states and its neighboring contexts, requiring no handcrafted features. We perform clustering on learned nodes representations to profile at a fine-grain the player behavior in provenance data collected from a multiplayer battle game and assess the obtained profiles through statistical analysis and data visualization.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121042857","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: 8
Looking into Engagement Trajectories in Interactive Digital Narrative using Process Mining 利用过程挖掘研究交互式数字叙事中的参与轨迹
Sergio Estupiñán, N. Szilas
{"title":"Looking into Engagement Trajectories in Interactive Digital Narrative using Process Mining","authors":"Sergio Estupiñán, N. Szilas","doi":"10.1145/3402942.3403022","DOIUrl":"https://doi.org/10.1145/3402942.3403022","url":null,"abstract":"The field of Interactive Digital Narrative (IDN) aims at forging a distinctive Interactive Narrative Experience (INE) by accommodating user intervention in the generation of plot events and stories. Due to the highly generative nature of IDN systems, it is challenging to validate if a narrative engine reacted according to user input providing an engaging INE. To date, a great deal of User Research methodologies employed in the field employs pre-post task questionnaires producing global accounts of the experience. Although relevant, such methods are insufficient for examining the user-system interplay that could have led users towards a certain Engagement Trajectory, or series of self-reported values of Continuation Desire sampled during runtime. In this article, we introduce a methodology for the fine-grained evaluation of the INE from the perspective of Engagement Trajectories and report the results of a study featuring user behavior pattern discovery based on Process Mining on a dataset of playtesting traces. We were able to discover and characterize 14 Engagement Trajectories encountered by 90 users of an IDN system. We consider our methodology coupled with Process Mining as a fit general-purpose technique for analyzing the process of playing in IDN.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"517 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123096308","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
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