{"title":"Lessons Learned from Video Game Players Sorting Genomes","authors":"Rogerio de Leon Pereira, O. Savard","doi":"10.1145/3582437.3582472","DOIUrl":"https://doi.org/10.1145/3582437.3582472","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"33 1","pages":"37:1-37:11"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76997429","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}
Antonio José Planells De La Maza, Víctor Navarro Remesal
{"title":"Hybrid ludomythologies: Mythanalysis, tradition, and contemporaneity in Death Stranding","authors":"Antonio José Planells De La Maza, Víctor Navarro Remesal","doi":"10.1145/3555858.3555945","DOIUrl":"https://doi.org/10.1145/3555858.3555945","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"53 1","pages":"49:1-49:4"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73037964","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":"Genetic Game Criticism","authors":"Nele Van de Mosselaer","doi":"10.1145/3555858.3555904","DOIUrl":"https://doi.org/10.1145/3555858.3555904","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"5 1","pages":"53:1-53:4"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72917226","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":"Refugeoly","authors":"Vinny Montag","doi":"10.1145/3402942.3409615","DOIUrl":"https://doi.org/10.1145/3402942.3409615","url":null,"abstract":"Refugeoly is a Serious Game which it main purpose is not just playing for fun but playing to understand a humanitarian crisis. This board game is designed to experience based in real facts the dramatic journey of refugees trying to get into a country that can give them asylum. Playing Refugeoly turns the player into a refugee and becomes conscience of the real circumstances that a refugee has to go through in the journey to safety. Refugeoly has been built into a game with the testimonies of refugees and NGO volunteers in refugee camps of Greece, Turkey, Spain and France and with information from different organisations. This paper aims to explain the design process, the game mechanics, the different tested game formats, the feedback from the general public, academics and students that have played it and it future development.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"49 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76488225","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":"FDG '20: International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15-18, 2020","authors":"","doi":"10.1145/3402942","DOIUrl":"https://doi.org/10.1145/3402942","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"44 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83709119","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":"Understanding user needs in videogame moment retrieval","authors":"Barrett R. Anderson, Adam M. Smith","doi":"10.1145/3337722.3337728","DOIUrl":"https://doi.org/10.1145/3337722.3337728","url":null,"abstract":"Videogames are a rich domain for scholarship, and their dynamic content makes them a new and unique challenge for information retrieval (IR). Recent work has made it possible to cite specific moments in a videogame (like pages in a book), but currently finding those moments to cite is laborious because there are no videogame moment search engines. We conducted an in-depth interview study with ten users across a variety of user profiles: developers, educators, speedrunners, scholars, and streamers. From these interviews, we identify the unique needs of each user profile for retrieving moments from videogames. We outline implications for future research in retrieval and design implications for new tools focused on interactive media.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"65 1","pages":"20:1-20:10"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74322828","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}
Seth Cooper, Amy L R Sterling, Robert Kleffner, William M Silversmith, Justin B Siegel
{"title":"Repurposing Citizen Science Games as Software Tools for Professional Scientists.","authors":"Seth Cooper, Amy L R Sterling, Robert Kleffner, William M Silversmith, Justin B Siegel","doi":"10.1145/3235765.3235770","DOIUrl":"10.1145/3235765.3235770","url":null,"abstract":"<p><p>Scientific software is often developed with <i>professional</i> scientists in mind, resulting in complex tools with a steep learning curve. <i>Citizen science games</i>, however, are designed for <i>citizen</i> scientists- members of the general public. These games maintain scientific accuracy while placing design goals such as usability and enjoyment at the forefront. In this paper, we identify an emerging <i>use of</i> <i>game-based technology</i>, in the repurposing of citizen science games to be software tools for professional scientists in their work. We discuss our experience in two such repurposings: Foldit, a protein folding and design game, and Eyewire, a web-based 3D neuron reconstruction game. Based on this experience, we provide evidence that the <i>software artifacts</i> produced for citizen science can be useful for professional scientists, and provide an overview of key design principles we found to be useful in the process of repurposing.</p>","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"2018 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6241531/pdf/nihms-986595.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"36706315","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
K. Tuite, Timothy Pavlik, S. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen, S. Tanimoto
{"title":"Picard: a creative and social online flashcard learning game","authors":"K. Tuite, Timothy Pavlik, S. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen, S. Tanimoto","doi":"10.1145/2282338.2282383","DOIUrl":"https://doi.org/10.1145/2282338.2282383","url":null,"abstract":"Many subjects such as languages, history, biology, geography, law, and medicine require the memorization of large numbers of unstructured facts and vocabulary. While there are many techniques and tools for memorizing such information, sustaining motivation remains a major barrier towards progress in these subjects. In order to help fill this gap, we brainstormed, experimented, and paper-prototyped to create Picard, a Facebook game that intertwines creative and social elements to turn rote learning into a creative, engaging experience. Picard, inspired by Pictionary, encourages players to come up with creative stories and images to help remember a particular card. Players compete and cooperate with their friends on Facebook to create the most memorable and funny mnemonics, called Picards, gaining points when they help themselves or others remember flashcards. Players use these Picards to learn and prove knowledge of the material at spaced intervals, which research has shown to be maximally effective for learning. Our game is the novel combination of an established learning methodology with player creativity and social support for learning. Picard increases player investment in the process of learning by allowing players to create and share useful visual mnemonics, while at the same time motivating and structuring their study habits through spaced-repetition quizzes.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"37 1","pages":"231-234"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77571750","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":"Purposeful by design?: a serious game design assessment framework","authors":"K. Mitgutsch, N. Alvarado","doi":"10.1145/2282338.2282364","DOIUrl":"https://doi.org/10.1145/2282338.2282364","url":null,"abstract":"The lack of assessment tools to analyze serious games and insufficient knowledge on their impact on players is a recurring critique in the field of game and media studies, education science and psychology. Although initial empirical studies on serious games usage deliver discussable results, numerous questions remain unacknowledged. In particular, questions regarding the quality of their formal conceptual design in relation to their purpose mostly stay uncharted. In the majority of cases the designers' good intentions justify incoherence and insufficiencies in their design. In addition, serious games are mainly assessed in terms of the quality of their content, not in terms of their intention-based design. This paper argues that analyzing a game's formal conceptual design, its elements, and their relation to each other based on the game's purpose is a constructive first step in assessing serious games. By outlining the background of the Serious Game Design Assessment Framework and exemplifying its use, a constructive structure to examine purpose-based games is introduced. To demonstrate how to assess the formal conceptual design of serious games we applied the SGDA Framework to the online games \"Sweatshop\" (2011) and \"ICED\" (2008).","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"29 1","pages":"121-128"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77889795","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":"Neither playing nor gaming: pottering in games","authors":"S. Lundgren, Staffan Björk","doi":"10.1145/2282338.2282363","DOIUrl":"https://doi.org/10.1145/2282338.2282363","url":null,"abstract":"Games can support many types of activities. This paper explores one of these, pottering, the placid but yet focused activity of arranging and rearranging things, taking care of them, \"sorting them out\". Five games which support pottering are analyzed using gameplay design patterns to show how game mechanics can give rise to the activity. As a result, six patterns especially linked to pottering are presented in greater detail. Moreover, the idea of viewing games as artifacts that can support several, sometimes overlapping, activities, is being explored and discussed.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"42 1","pages":"113-120"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83299954","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}