{"title":"Party Ghosts and Queer Teen Wolves: Monster Prom and Resisting Heteronormativity in Dating Simulators","authors":"Mark Kretzschmar, Anastasia Salter","doi":"10.1145/3402942.3402975","DOIUrl":"https://doi.org/10.1145/3402942.3402975","url":null,"abstract":"Visual novels occupy a space on the fringes of gaming. While many are sold on Steam, and several have been released on gaming platforms, most visual novels are promoted to enthusiasts or fans of connected properties (primarily anime). In this paper, we focus on the Western iterations of the queer dating simulator, a visual novel subgenre. The introduction of queer romances into a framework built for heteronormativity does not itself subvert that heteronormativity. Instead, it might simply enforce the same transactional mechanics and assumptions of queer relationships. The idea of monstrous romance is somewhat undermined by the skinny avatars and anime aesthetic that dominates Monster Prom’s visual experience. However, underneath that superficial resemblance to other dating simulators a more meaningful queering of play exists outside the limitations of the subgenre. The representational limitations of dating simulators are both mechanical and aesthetic: the visual expectations of anime, and the warping of bodies in favor of the hyperfeminine and super-skinny, create a space ill-suited to monsters or Other-marked bodies, broadly construed.","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":"115395764","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":"An Empirical Study of the Characteristics of Popular Game Jams and Their High-ranking Submissions on itch.io","authors":"Quang N. Vu, C. Bezemer","doi":"10.1145/3402942.3402981","DOIUrl":"https://doi.org/10.1145/3402942.3402981","url":null,"abstract":"Game jams are hackathon-like events that allow participants to develop a playable game prototype within a time limit. They foster creativity and the exchange of ideas by letting developers with different skill sets collaborate. Having a high-ranking game is a great bonus to a beginning game developer’s résumé and their pursuit of a career in the game industry. However, participants often face time constraints set by jam hosts while balancing what aspects of their games should be emphasized to have the highest chance of winning. Similarly, hosts need to understand what to emphasize when organizing online jams so that their jams are more popular, in terms of submission rate. In this paper, we study 1,290 past game jams and their 3,752 submissions on itch.io to understand better what makes popular jams and high-ranking games perceived well by the audience. We find that a quality description has a positive contribution to both a jam’s popularity and a game’s ranking. Additionally, more manpower organizing a jam or developing a game increases a jam’s popularity and a game’s high-ranking likelihood. High-ranking games tend to support Windows or macOS, and belong to the “Puzzle”, “Platformer”, “Interactive Fiction”, or “Action” genres. Also, shorter competitive jams tend to be more popular. Based on our findings, we suggest jam hosts and participants improve the description of their products and consider co-organizing or co-participating in a jam. Furthermore, jam participants should develop multi-platform multi-genre games. Finally, jam hosts should introduce a tighter time limit to increase their jam’s popularity.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"46 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":"114243619","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":"Primal Clay: Worldbuilding with the New Materialism","authors":"Colin Stricklin, Michael Nitsche","doi":"10.1145/3402942.3409786","DOIUrl":"https://doi.org/10.1145/3402942.3409786","url":null,"abstract":"How 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 and an interactive narrative to produce a fictional game world, engaging in digital as much as material encounters. Relying on notions of material agency, this essay shows the ways in which material can exert “thing power” within the context of a collaborative, co-creative game. It concludes that materials can actively contribute to the play form, and that foregrounding such processes has the potential to broaden the field of digital game design.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"2 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":"114473954","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":"Micro-level examination of games using Indicator Analysis","authors":"Henrik Warpefelt","doi":"10.1145/3402942.3402980","DOIUrl":"https://doi.org/10.1145/3402942.3402980","url":null,"abstract":"Current tools and methods for game design evaluation often focus on how to create good game design, but end up being prescriptive. In this paper we present the Indicator Analysis method - consisting of a theoretical framework, an analysis method, and a model aimed at avoiding bad game design by examining the impact of details, called indicators, found in the game. We also show how to apply this theoretical framework and model to perform game design evaluation, and what types of questions can be answered by applying them. This approach is relevant due to the increased use of artificial intelligence technologies in games, where the focus in inherently on details.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 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":"115195383","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":"Hits, Quits, and Retries - Player Response to Failure in a Challenging Video Game","authors":"Craig G. Anderson","doi":"10.1145/3402942.3403025","DOIUrl":"https://doi.org/10.1145/3402942.3403025","url":null,"abstract":"While play theorists agree that failure is an integral part of a play experience, there is little research on what players consider failure in video games, or how they respond when failure is encountered. This study uses behaviorally-coded gameplay videos and data-driven retrospective interviews to investigate how players think about and respond to failure in Cuphead, a notoriously challenging “run ’n gun” platformer video game. Emergent patterns show a link between how psychologists measure reactions to failure, known as \"mastery orientation\" and in-game behaviors, predicting both higher or lower mastery orientation scores. Player interview responses also show a range of ways that players experience failure beyond hard-coded failure (losing health or dying), including poor performance in a section already completed, lack of progress, or giving up. This research deepens our understanding of the role failure plays in one of our most pervasive media, developing our understanding of how players experience failure and the behaviors they take in response.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 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":"129177003","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":"Awkward Annie:: Impacts of Playing on the Edge of Social Norms","authors":"G. T. Jackson, B. Lehman, Lindsay D. Grace","doi":"10.1145/3402942.3402998","DOIUrl":"https://doi.org/10.1145/3402942.3402998","url":null,"abstract":"Effective interpersonal and cross-cultural communication relies on pragmatics – knowing what to say to whom, and under what circumstances. Nevertheless, pragmatics is generally absent from formal second language instruction. The current effort describes a game designed to assess people's pragmatic ability. In the game, Awkward Annie, players are asked to intentionally select the most inappropriate things to say within conversations (i.e., be inappropriate and see what happens). Thus, players are able to escape from reality by being inappropriate. This work presents a between-subjects study designed to evaluate this twist using two versions of the game (selecting inappropriate versus appropriate responses). Participants in both conditions experienced the same content, but were provided with different goals (be inappropriate, be appropriate). The results indicate that users enjoyed both versions of game equally but performed better within the appropriate version of the game.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"9 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":"121355882","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}
Edward F. Melcer, Katelyn M. Grasse, J. Ryan, Nick Junius, M. Kreminski, Dietrich Squinkifer, Brent D. Hill, Noah Wardrip-Fruin
{"title":"Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research","authors":"Edward F. Melcer, Katelyn M. Grasse, J. Ryan, Nick Junius, M. Kreminski, Dietrich Squinkifer, Brent D. Hill, Noah Wardrip-Fruin","doi":"10.1145/3402942.3403005","DOIUrl":"https://doi.org/10.1145/3402942.3403005","url":null,"abstract":"Concepts utilizing applied ethics, such as responsible conduct of research (RCR), can prove difficult to teach due to the complexity of problems faced by researchers and the many underlying perspectives involved in such dilemmas. To address this issue, we created Academical, a choice-based interactive storytelling game for RCR education that enables players to experience a story from multiple perspectives. In this paper, we describe the design rationale of Academical, and present results from an initial study comparing it with traditional web-based educational materials from an existing university RCR course. The results highlight that utilizing a choice-based interactive story game is more effective for RCR education, with learners developing significantly higher engagement, stronger overall moral reasoning skills, and better knowledge scores for certain RCR topics.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"3 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":"122452129","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":"Emergent precariousness: Video game modding in the context of a decolonial philosophy of technology","authors":"José Messias","doi":"10.1145/3402942.3402972","DOIUrl":"https://doi.org/10.1145/3402942.3402972","url":null,"abstract":"This paper reflects on the political aspect of game modding in Brazil through a case study of local private servers of World of Warcraft (Blizzard, 2004-) and the Brazukas mod of Pro Evolution Soccer (PES, Konami, 2001-). These regional PC modding initiatives started as a form of conditioned access to the games and the global community/market around them and became active forms of participation and intervention that shaped gaming in general in the country. Following their traces on social media, interviewing some of the key stakeholders and playing the mods, I argue that precariousness is a central aspect of both the final product and their assemblage. This paper documents these processes as a decolonial approach to technology that addresses the socioeconomical context of scarcity, but ultimately leads to a larger epistemological critique.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"39 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":"128181449","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 Game about our Neighbourhood: A Case Study of Participatory Game Design with Pre-school Children","authors":"Iro Voulgari, Stephanie Vouvousira, Aimilia Fakou","doi":"10.1145/3402942.3409612","DOIUrl":"https://doi.org/10.1145/3402942.3409612","url":null,"abstract":"Game 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 students. Seven preschoolers, aged 4-5, were asked to design a digital game in the framework of a year-long school programme of activities on architecture. An exploratory approach using a qualitative research methodology was adopted and data from participatory observation and video recordings were analysed. Our findings indicate the potential of preschool children for the design of digital games, as well as their perceptions on digital games. Implications on the design of participatory game design activities in preschool education are further discussed. Further research in the field of participatory game design in preschool education can provide valuable insights regarding children's needs and requirements in relation to digital games, as well as their perceptions and approaches to game design.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"10 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":"134486091","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":"“Kinda like The Sims... But with ghosts?”: A Qualitative Analysis of Video Game Re-finding Requests on Reddit","authors":"Ida Kathrine Hammeleff Jørgensen, Toine Bogers","doi":"10.1145/3402942.3402971","DOIUrl":"https://doi.org/10.1145/3402942.3402971","url":null,"abstract":"With the advent of the retro-gaming movement there is an increasing interest in rediscovering games once played. ‘Tip of my Joystick’ is a Reddit community dedicated to the re-finding of forgotten games. In this subreddit, users describe games they wish to re-find so that other users may help them identify the game’s title. This community thus offers a unique opportunity for studying how players recall and describe games and play experiences of the past. This paper presents the results of an analysis of a random sample of 250 posts from this subreddit. The posts were analyzed in terms of what aspects of games they describe For the purpose of this analysis we developed a coding scheme consisting of 38 individual codes belonging to 9 different main categories. Our findings may contribute to research on game archiving and collection as they may help inform the design of better game search engines.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 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":"130960704","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}