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- research-articleAugust 2018
Method in the madness: the design of games as valid and reliable scientific tools
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital GamesArticle No.: 9, Pages 1–10https://doi.org/10.1145/3235765.3235793Video games have great value for collecting rich data that can be used to study fundamental research questions in fields such as psychology and human-computer interaction. There is an increased use of games as scientific tools to assess and train the ...
- research-articleAugust 2018
Design considerations towards long-term engagement in games for health
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital GamesArticle No.: 35, Pages 1–8https://doi.org/10.1145/3235765.3235789While studies point to the positive potential of games for health to increase patient engagement and to a need to consider longer-term perspectives, there is a lack of more tangible knowledge on how to design for long-term engagement in games for ...
- research-articleAugust 2018
Socialeyes: social gaze in collaborative 3D games
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital GamesArticle No.: 3, Pages 1–10https://doi.org/10.1145/3235765.3235766This paper examines the effects of social gaze regarding social presence in an on-line collaborative game setting. We propose a novel approach of integrating gaze-based interactions in social settings by augmenting social gaze-based behaviors (e.g., ...
- posterAugust 2018
Lost my way: an educational geometry game for young children
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital GamesArticle No.: 41, Pages 1–4https://doi.org/10.1145/3235765.3235807Playful activities are regarded to be a promising way for fostering children's geometric thinking and understanding. In this paper we introduce Lost My Way, an educational game about geometric transformations targeted at middle school children of about ...
- research-articleAugust 2018
Exploring the similarity between game events for game level analysis and generation
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital GamesArticle No.: 8, Pages 1–7https://doi.org/10.1145/3235765.3235804Player-Game interaction can be viewed as a sequence of game events between game systems and players. In each event, a piece of information (for example, a game challenge) is presented to the player, and the player responds to that information by ...
- research-articleAugust 2018
UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital GamesArticle No.: 5, Pages 1–7https://doi.org/10.1145/3235765.3235780In order to appeal to a growing market, game developers are offering a wide variety of activities. It is becoming necessary to understand which psychological need each activity caters for. The purpose of this paper is to demonstrate the development and ...
- research-articleAugust 2018
Multi-dimensional player skill progression modelling for procedural content generation
FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital GamesArticle No.: 1, Pages 1–10https://doi.org/10.1145/3235765.3235774Procedural Content Generation (PCG), i.e. how game content can be created algorithmically, is an increasingly important area and currently one of the most active topics within the software games industry and game research. One of the crucial aspects of ...