{"title":"Ladies of Warcraft: changing perceptions of women and technology through productive play","authors":"K. Behnke","doi":"10.1145/2282338.2282403","DOIUrl":"https://doi.org/10.1145/2282338.2282403","url":null,"abstract":"Women are frequently underrepresented and misrepresented in gaming culture. Stereotypes of \"female gamers\" often contribute to the abysmally low engagement of women in information and communication technologies (ICTs). This pilot ethnographic study considers how a female-gamer community employs positive perceptions of women and their relationships with ICTs through \"productive play\" in the massively multiplayer online role-playing game (MMORPG) World of Warcraft. Women utilize the game's online community as a mode for both game practicality and everyday sociality. Preliminary findings suggest how the production of player connections impact user identity both \"inside\" and \"outside\" of game spaces; these interactions are potentially significant because of the known link between community, participation, and retention for ICT-related careers. Further research is needed to understand the potential for gaming culture to attract underrepresented groups into science, technology, engineering, and mathematics (STEM) fields.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"27 1","pages":"288-289"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83342917","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}
Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin
{"title":"The design of Mismanor: creating a playable quest-based story game","authors":"Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin","doi":"10.1145/2282338.2282374","DOIUrl":"https://doi.org/10.1145/2282338.2282374","url":null,"abstract":"Computer role-playing games (CRPGs) have strong narratives, but in general lack interesting and meaningful choices for the player within the story. As a result, the stories are not playable. In this paper we present an existence proof for a new approach to CRPG stories that addresses this, while providing details of our implementation. We designed and created a new playable experience, Mismanor, to test our theories of playable stories. We discuss the design decisions made as well as the details of the CiF-RPG and GrailGM systems used for complex quest generation and story management based on player's traits and the social state of the game world.","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":"180-187"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91394048","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":"\"Elude\": designing depression","authors":"Doris C. Rusch","doi":"10.1145/2282338.2282389","DOIUrl":"https://doi.org/10.1145/2282338.2282389","url":null,"abstract":"This paper describes the design process of \"Elude\". \"Elude\" is a single player game intended to inform friends and relatives of people with depression about what their loved ones are going through. It was developed at the Singapore-MIT GAMBIT Game Lab with a team of nine students over the nine week summer period of 2010. \"Elude\" is intended to foster tolerance and understanding for depression, thus alleviating complex feelings of anger, helplessness, guilt and sadness amongst caregivers. The paper focuses on the process of creating a clear vision for the game and how this vision was systematically translated into a concrete design that achieved the game's communicative goal. \"Elude\" is part of my larger research on modeling abstract concepts in games via metaphors in order to expand games' expressive and experiential scope. Since depression is an abstract concept, the design of \"Elude\" relied heavily on the use of metaphors. Hence, this project contributes to an understanding of a systematic approach to metaphorical game design. \"Elude\" is a Flash game for PC and Mac and is free to download from the GAMBIT website at: http://gambit.mit.edu/loadgame/elude.php","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"16 1","pages":"254-257"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75062298","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. Freitas, Luiggi Monteiro Reffatti, Igor Rafael de Sousa, Anderson C. Cardoso, C. Castanho, R. Bonifácio, G. N. Ramos
{"title":"Gear2D: an extensible component-based game engine","authors":"L. Freitas, Luiggi Monteiro Reffatti, Igor Rafael de Sousa, Anderson C. Cardoso, C. Castanho, R. Bonifácio, G. N. Ramos","doi":"10.1145/2282338.2282357","DOIUrl":"https://doi.org/10.1145/2282338.2282357","url":null,"abstract":"Game engines boost software reuse during development activities by centralizing commonly used domain abstractions within a set of coherent application programming interfaces. Most current game engines focus on class hierarchies, which is the intuitive way to model entity taxonomies but may lead to naming conflicts and code duplication. Component based engines, conversely, minimize this problem by exposing features through components instead. However, due to strong coupling that can still be introduced when using direct access to provide component communication, dynamic entity adaptability may be hindered. Gear2D is a game engine that uses a different approach, providing dynamic entity adaptability through decoupled components. This design results in greater flexibility for creating games, a characteristic discussed through a superficial comparison with a well known game engine and through the development of two nontrivial components: an AI pathfinder and a Lua proxy.","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":"81-88"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80990015","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":"Generating game content from open data","authors":"Marie Gustafsson Friberger, J. Togelius","doi":"10.1145/2282338.2282404","DOIUrl":"https://doi.org/10.1145/2282338.2282404","url":null,"abstract":"We propose, discuss and exemplify data games. A data game is a game that allows the player(s) to explore data that is derived from outside the game, by transforming the data into something that can be played with. The transformation takes the form of procedural content generation based on real-world data. As an example of a data game, we briefly describe Open Data Monopoly.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"47 1","pages":"290-291"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78630646","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":"Virtual inequality: a woman's place in cyberspace","authors":"K. Bergstrom","doi":"10.1145/2282338.2282394","DOIUrl":"https://doi.org/10.1145/2282338.2282394","url":null,"abstract":"EVE Online is a space-themed Massively Multiplayer Online Game (MMOG) that to date has remained largely unexplored in an academic context. This particular MMOG has a reputation among players as being both extremely difficult to learn how to play, as well as being unattractive to female players. In this paper I describe my proposed dissertation research that will trace the relationships between the human and non-human actors that have resulted in the EVE Online player community's demographic makeup being so different than other, more gender-balanced, MMOGs.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"24 1","pages":"267-269"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85195257","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 paradox of play: autonomy and discipline in video gaming","authors":"B. Nardi","doi":"10.1145/2282338.2282340","DOIUrl":"https://doi.org/10.1145/2282338.2282340","url":null,"abstract":"Playing video games produces experiences of autonomy and freedom---compelling subjective states that contribute to the pleasure of gaming. At the same, time players often create and conscientiously deploy mechanisms of discipline reminiscent of those Foucault wrote about for 19th century prisons. Surveillance, examination, and control of the body are key elements of video gaming practice. Why do we find this seeming paradox between autonomy and discipline in video game play? Based on my empirical research, I examine the paradox, especially how it is technologically mediated, with remarks on its implications for gamification and methodologies for video games studies.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"57 1","pages":"2"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85955723","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":"Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer framework","authors":"J. Mathias, D. Watson","doi":"10.1145/2282338.2282355","DOIUrl":"https://doi.org/10.1145/2282338.2282355","url":null,"abstract":"This paper presents the network bandwidth utilization results of a hybrid peer-to-peer massively multiplayer framework. Previous work in this area has focused on model proposals and simulation based results. The work in this paper is novel in that it also describes a real-world implementation and presents results from actual network traces. The implementation demonstrates the potential for the model and the results show the network bandwidth utilization is well within the current capabilities of residential broadband.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"64 3 1","pages":"65-72"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82219109","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":"Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created content","authors":"Richard Wetzel, Lisa Blum, L. Oppermann","doi":"10.1145/2282338.2282385","DOIUrl":"https://doi.org/10.1145/2282338.2282385","url":null,"abstract":"This paper presents the location-based game Tidy City and the accompanying authoring tools that enable users to create new scavenger hunt like missions. In the game the players need to physically explore their city by interpreting clues to find the correct target destination. The in-situ authoring tool Tidy City Scout enables designers to likewise walk around the city and collecting notes, images and GPS data for potential riddles. The riddles are finalized in a web-based authoring tool and then published to all players of the game. The game and its tools are freely accessible for non-commercial purposes at http://totem.fit.fraunhofer.de/tidycity.","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":"238-241"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82580720","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 narrative theory of games","authors":"Espen Aarseth","doi":"10.1145/2282338.2282365","DOIUrl":"https://doi.org/10.1145/2282338.2282365","url":null,"abstract":"This paper presents a narrative theory of games, building on standard narratology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"2013 1","pages":"129-133"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86218112","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}