{"title":"Adaptive quests for dynamic world change in MMORPGs","authors":"E. Tomai, R. Salazar, Dave Salinas","doi":"10.1145/2282338.2282402","DOIUrl":"https://doi.org/10.1145/2282338.2282402","url":null,"abstract":"The dominant MMORPG quest model suffers from a significant incompatibility between dynamic world changes, stemming from player actions, and the authored narratives that guide and motivate gameplay. Both features are highly valued, and developers are trying different approaches to have them co-exist. In this work, we examine one aspect of that problem: player impact vs. competition in so-called kill quests. We introduce an incremental model of adaptive quests and a simulation system with initial results showing progress towards mitigating the incompatibility.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"11 1","pages":"286-287"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80805483","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 curiously short history of game art","authors":"John Sharp","doi":"10.1145/2282338.2282348","DOIUrl":"https://doi.org/10.1145/2282338.2282348","url":null,"abstract":"Starting in the late mid-1990s, a group of artists in Europe, Australia and the United States began exploring the use of videogame technologies and cultural tropes to create Game Art, or more clearly stated, art made from videogames. Works like Bernstrup and Torsson's 1995 Museum Meltdown, JODI's 1999 SOD and Arcangel's 2002 Super Mario Clouds pushed on the conventions of both what constituted a videogame play experience and what was expected from a computer-based work of art. Fast-forward roughly fifteen years, and the phenomenon is largely over. This paper will explore the short history of Game Art and consider reasons for its short life and relative lack of critical success.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"91 1","pages":"26-32"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75380971","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":"Monkey see, monkey do: an ecological approach to challenges in games","authors":"J. Linderoth","doi":"10.1145/2282338.2282339","DOIUrl":"https://doi.org/10.1145/2282338.2282339","url":null,"abstract":"Games, whether they are digital games, tabletop games or sports, basically challenge two aspects of human nature: our ability to choose appropriate actions and our ability to perform appropriate actions. Expressed in theoretical terms games are constituted by exploratory and performatory challenges. I will claim that this distinction is the key to understanding the experience of playing a specific game and what kind of skills and knowledge the game demands of its player. In this talk I will build upon this claim in order to discuss the following themes:\u0000 • Categories of games --One framework for digital games, tabletop games and sports.\u0000 • The role of coaches -- Sharing the performatory and exploratory work.\u0000 • Backseat gaming -- The pleasure of sitting next to a gamer.\u0000 • The illusion of learning -- How digital games can give us an effortless sensation of accomplishment.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"229 1","pages":"1"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77467634","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}
L. Levy, Maribeth Gandy Coleman, R. Solomon, A. McLaughlin, Jason C. Allaire, Laura A. Whitlock
{"title":"Fear of failure: gender differences in older adult gamers","authors":"L. Levy, Maribeth Gandy Coleman, R. Solomon, A. McLaughlin, Jason C. Allaire, Laura A. Whitlock","doi":"10.1145/2282338.2282405","DOIUrl":"https://doi.org/10.1145/2282338.2282405","url":null,"abstract":"In this poster, we examine gender differences in older adults playing an off-the-shelf puzzle game (Boom Blox, EA 2008). Game design research for the elderly is an under-developed area, even though one-fifth of adults over the age of sixty-five reported playing video games and those that do so play more often that their younger counterparts. Gender differences in older adult gamers are even less understood. We use quantitative and qualitative techniques to identify gender differences in older adult game players and we discuss ramifications for cognitive game design.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"91 1","pages":"292-293"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85384116","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}
Serdar Sali, Ronald Liu, Noah Wardrip-Fruin, Michael Mateas, S. Kurniawan
{"title":"Getting a word in: adding artificial pauses to natural language interaction","authors":"Serdar Sali, Ronald Liu, Noah Wardrip-Fruin, Michael Mateas, S. Kurniawan","doi":"10.1145/2282338.2282353","DOIUrl":"https://doi.org/10.1145/2282338.2282353","url":null,"abstract":"Natural language understanding (NLU) systems are promising alternatives to traditional menu-based dialogue systems more commonly employed in games, yet they remain widely under-explored and under-studied. In this paper, we present the results from a qualitative study we conducted on different versions of an NLU interface, inspired by previous results showing this interface to maximize player presence and engagement. Specifically we introduced different pacing options to an NLU interface by using prompts and pauses, and studied how these different interface approaches changed player behavior and perception. Our results provide important guidelines on how to design NLU systems for games, but their implications go beyond that: We have found further evidence that careful mediation through interface design, by introducing understandable and player-supporting conventions to interactive experiences, can help designers create user experiences in accordance with their end-goals. Furthermore, our results provide insights into the concept of agency, particularly towards a more complete model that emphasizes the importance of audience expectation and understanding in creating a sense of agency.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"25 1","pages":"57-64"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76864100","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}
Mike Treanor, Bobby Schweizer, I. Bogost, Michael Mateas
{"title":"The micro-rhetorics of Game-o-Matic","authors":"Mike Treanor, Bobby Schweizer, I. Bogost, Michael Mateas","doi":"10.1145/2282338.2282347","DOIUrl":"https://doi.org/10.1145/2282338.2282347","url":null,"abstract":"Micro-rhetorics are the representational units of meaning that emerge from the rhetorical affordances of videogame mechanics, abstract gameplay patterns, and thematic depiction. This paper explains the concept of micro-rhetorics, how game dynamics can be interpreted, and how designers can make use of game mechanics to express ideas through simple videogames. This theoretical framework is informed by the design of Game-O-Matic, a videogame authoring tool that generates games to represent ideas. It takes a network of basic relationships between actors and assembles simple arcade-style game mechanics into videogames that are able to make arguments and depict ideas.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"03 1","pages":"18-25"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80174660","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}
Aryan Zohoorian, Kevin G. Stanley, C. Gutwin, Amin Tavassolian
{"title":"PLATO: a coordination framework for designers of multi-player real-time digital games","authors":"Aryan Zohoorian, Kevin G. Stanley, C. Gutwin, Amin Tavassolian","doi":"10.1145/2282338.2282368","DOIUrl":"https://doi.org/10.1145/2282338.2282368","url":null,"abstract":"Player coordination is a key element in many multi-player real-time digital games, and control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to describe or analyze coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. We developed a new framework (called PLATO) that can help game designers understand and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. We demonstrate the framework's utility by describing coordination situations from existing games, showing how PLATO can be used to understand and redesign coordination requirements.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"54 1","pages":"141-148"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86575188","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}
Thomas Debeauvais, B. Nardi, C. Lopes, N. Yee, Nicolas Ducheneaut
{"title":"10,000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers","authors":"Thomas Debeauvais, B. Nardi, C. Lopes, N. Yee, Nicolas Ducheneaut","doi":"10.1145/2282338.2282361","DOIUrl":"https://doi.org/10.1145/2282338.2282361","url":null,"abstract":"Buying virtual currencies with real money from a third-party often violates the terms of use of online games. This study quantitatively investigates players who buy in-game gold from a third-party in World of Warcraft. A cross-cultural survey dataset of 2865 players reveals that differences between Asian and Western players are negligible compared to differences across genders, job categories, and play motivations. Our findings have implications for the design and study of interactions between players and virtual currencies.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"112 1","pages":"105-112"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76612598","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}
Alexander Zook, Stephen Lee-Urban, Mark O. Riedl, Heather K. Holden, R. Sottilare, K. Brawner
{"title":"Automated scenario generation: toward tailored and optimized military training in virtual environments","authors":"Alexander Zook, Stephen Lee-Urban, Mark O. Riedl, Heather K. Holden, R. Sottilare, K. Brawner","doi":"10.1145/2282338.2282371","DOIUrl":"https://doi.org/10.1145/2282338.2282371","url":null,"abstract":"Scenario-based training exemplifies the learning-by-doing approach to human performance improvement. In this paper, we enumerate the advantages of incorporating automated scenario generation technologies into the traditional scenario development pipeline. An automated scenario generator is a system that creates training scenarios from scratch, augmenting human authoring to rapidly develop new scenarios, providing a richer diversity of tailored training opportunities, and delivering training scenarios on demand. We introduce a combinatorial optimization approach to scenario generation to deliver the requisite diversity and quality of scenarios while tailoring the scenarios to a particular learner's needs and abilities. We propose a set of evaluation metrics appropriate to scenario generation technologies and present preliminary evidence for the suitability of our approach compared to other scenario generation approaches.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"164-171"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79498475","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":"Theoretical and methodological challenges (and opportunities) in virtual worlds research","authors":"S. Castell, Nicholas Taylor, J. Jenson, M. Weiler","doi":"10.1145/2282338.2282366","DOIUrl":"https://doi.org/10.1145/2282338.2282366","url":null,"abstract":"This paper addresses a set of persistent methodological and theoretical challenges to research on Massively Multiplayer Online Games (MMOGs), and to studies of 'virtual worlds' more generally. Critically examining some of the ontological, epistemological and ethical missteps that characterize well-respected, well-publicized and oft-cited research, our goal is to contribute to building firmer theoretical foundations to support more innovative, more rigorous and more accountable studies of digitally re-mediated, MMOG-based work, play and sociality.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"154 1","pages":"134-140"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75847968","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}