Program Schedule


 9:00am -  9:15am 
 9:15am - 10:15am 
                   Invited Talk: Nicolas Gaume (Mimesis Republic)
                   "Real Friends, Virtual Life: The Art of Social Storytelling"

10:15am - 10:45am 
                   Poster Coffee Break

10:45am - 12:25pm 
                   Paper Session 1A: Serious Games
                   (Chair: Donald Brinkman)

                   Paper Session 1B: Design
                   (Chair: Clara Fernandez Vara)

12:25pm -  2:00pm 
                   Lunch Break

 2:00pm -  3:00pm 
                   Panel: "Incorporating Imagine Cup into Current and Proposed Gaming Curricula"
                   (Chair: Andrew Parsons)
                   (Panelists: Brecht Kets, Frank Lee, Ian Parberry, Chang Yun)

                   Panel: "Should Technology Serve or Drive Game Design?"
                   (Chair: Katherine Isbister)
                   (Panelists: Ian Bogost, Michael Mateas, Andy Nealen)

 3:00pm -  3:30pm 
                   Poster Coffee Break

 3:30pm -  4:45pm 
                   Paper Session 1C: Metrics and Analysis
                   (Chair: Michael Youngblood)

                   Doctoral Consortium Session 1
                   (Chairs: Stefan Goebel, Florian Mehm)

 5:00pm -  5:30pm 
                   Poster Minute Madness
                   (Chairs: Anders Drachen, Alessandro Cannossa)


 9:00am - 10:00am 
                   Invited Talk: Stacy Marsella (Institute for Creative Technologies)
                   "Hot Blooded Automatons: Creating Emotional Virtual Humans"

10:00am - 10:30am 
                   Poster Coffee Break

10:30am - 12:10pm 
                   Paper Session 2A: Artificial Intelligence
                   (Chair: Georgios Yannakakis)

                   Paper Session 2B: Game Studies
                   (Chair: Mia Consalvo)

12:10pm -  2:00pm 
                   Lunch Break

 2:00pm -  3:00pm 
                   Society for the Advancement of the Science of Digital Games
                   Community Session
                   (Chair: Jim Whitehead)

 3:00pm -  3:30pm 
                   Poster Coffee Break

 3:30pm -  5:10pm 
                   Paper Session 2C: Able Gamers
                   (Chair: Magy Seif El-Nasr)

                   Doctoral Consortium Session 2
                   (Chairs: Stefan Goebel, Florian Mehm)


 9:00am - 10:40am 
                   Paper Session 3A: Social Games
                   (Chair: Tiffany Barnes)

                   Paper Session 3B: Narrative and Game Education
                   (Chair: Noah Wardrip-Fruin)

10:40am - 11:10am 
                   Poster Coffee Break

11:10am - 12:10pm 
                   Cordy Rierson (Microsoft Research)
                   "Title to be confirmed"

12:10pm - 12:20pm 
                   Closing Remarks

Paper Sessions


Exploring adolescent's STEM learning through scaffolded game design
    Ivan Alex Games, Luke Kane

Analysis of Social gameplay macros in the foldit cookbook
    Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lu, Janos Barbero, David Baker, James Fogarty, Zoran Popovic

A Computational Approach Towards Conflict Resolution for Serious Games
    Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Gordon P. D. Ingram, Carlos Martinho,
    Ana Paiva, Georgios Yannakakis

Fun and Learning: The Power of Narrative
    Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil, Jason Haas


On the Harmfulness of Secondary Game Objectives
    Erik Andersen, Yun-En Liu, Richard Snider, Roy Szeto, Seth Cooper, Zoran Popovic

Towards Minimalist Game Design
    Andy Nealen, Adam Saltsman, Eddy Boxerman

Guidelines for Personalizing the Player Experience in Computer Role-Playing Games
    Juha-Matti Vanhatupa

A Point-and-shoot Weapon Design for Outdoor Multi-player Smartphone Games
    Robert Hall


Arrrgghh!!! Blending Quantitative and Qualitative Methods to Detect Player Frustration
    Alessandro Canossa, Janus Rau Mueller Sorensen, Drachen Anders

Feature-Based Projections for Effective Playtrace Analysis
    Yun-En Liu, Erik Andersen, Richard Snider, Seth Cooper, Zoran Popovic

Measuring Cooperative Gameplay Pacing in World of Warcraft
    Martin Ashton, Clark Verbrugge


Recognizing Players' Activities and Hidden State
    Wesley Kerr, Paul Cohen, Niall Adams

Using Sequential Observations to Model and Predict Player Behavior
    Brent Harrison, David Roberts

Explicit Domain Modelling in Video Games
    David Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro Antonio González-Calero

Modelling Virtual Camera Behaviour Through Player Gaze
    Andrea Picardi, Burelli Paolo, Georgios Yannakakis


Proceduralist Readings: How to Find Meaning in Games with Graphical Logics
    Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas

A Spatial Analysis of the JBA headquarters in 'Splinter Cell: Double Agent'
    Paul Martin

From 'Open Mailbox' to Context Mechanics: Shifting Levels of Abstraction in Adventure Games
    Clara Fernandez Vara

BeadLoom Game: Adding Competitive, User Generated, and Social Features to Increase Motivation
    Acey Boyce, Katie Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes


Real-time Sensory Substitution to Enable Players Who Are Blind to Play Video Games Using Whole Body Gestures
    Tony Morelli, Eelke Folmer

Navigating a 3D Avatar using a Single Switch
    Eelke Folmer, Fangzhou Liu, Barrie Ellis

A Study of Raiders with Disabilities in World of Warcraft
    Theodore Lim, Bonnie Nardi

Supplemental Sonification of a Bingo Game
    Daniel Ramos, Eelke Folmer


A New Look at World of Warcraft's Social Landscape
    Diane Schiano, Bonnie Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee

If You Build It They Might Stay: Retention Mechanisms in World of Warcraft
    Thomas Debeauvais, Bonnie Nardi, Diane Schiano, Nicolas Ducheneaut, Nicholas Yee

Using Your Friends: Social Mechanics in Social Games
    Mia Consalvo

Choosing Human Team-Mates: Perceived Identity as a Moderator of Player Preference and Enjoyment
    Tim Merritt, Teong Leong Chuah, Christopher Ong, Kevin McGee


Representing Game Characters' Inner Worlds through Narrative Perspectives
    Jichen Zhu, Santigo Ontan, Brad Lewter

Curveship's Automatic Narrative Style
    Nick Montfort

An Educational Tool for Creating Distributed Physical Games
    Henrik Hautop Lund, Luigi Pagliarini

Say it with Systems: Expanding Kodu's Expressive Power through Gender-Inclusive Mechanics
    Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin


Performatology: An Arts Approach to Designing Performative Embodied Agents (PEAs)
for Procedural Character Animation
    Chris 'Topher' Maraffi, University of California Santa Cruz, USA.

Kodu Game Lab: Improving the motivation for learning programming concepts.
    Allan Fowler and Brian Cusack, Waiariki Institute of Technology, New Zealand.

(In)Formative play – The effects of digital games on creativity and problem-solving skills.
    Johannes Breuer, University Hohenheim, Germany.


Human Factors in Entertainment Computing: Designing for Diversity.
    Kathrin Gerling, University of Duisburg-Essen, Germany.

A Computational Model of Narrative Conflict.
    Stephen G. Ware, North Carolina State University, USA.

Narrative Affordance: Towards a model of the foreseeability and perceivability of story elements
in an Interactive Narrative.
    Rogelio E. Cardona-Rivera, North Carolina State University, USA.

Minstrel Remixed: A Reconstruction and Exploration
    Brandon Tearse, University of California Santa Cruz, USA.


  • Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games,
    Dhanyu Amarasinghe, Ian Parberry

  • Automatic Identification and Generation of Highlight Cinematics for 3D Games,
    Mike Dominguez, R. Michael Young, Stephen Roller

  • Don't Play Me: EVE Online, New Players and Rhetoric,
    Christopher Paul

  • Wizard of Wii: Towards Understanding Player Experience in First Person Games with 3D Gestures,
    Salman Cheema, Joseph J. LaViola Jr.

  • Descriptions - A Viable Choice for Video Game Authors,
    Neesha Desai, Duane Szafron

  • Adaptive Playware in Physical Games,
    Henrik Hautop Lund, Arnar Tumi Thorsteinsson

  • Towards the Next Generation of Board Game Opponents,
    Andre Pereira, Rui Prada, Ana Paiva

  • An Enjoyment Metric for the Evaluation of Alternate Reality Games,
    Andrew Macvean, Mark Riedl

  • Multi-core Processing within the Frontal Lobe,
    Adam Noah, Atsumichi Tachibana, Shaw Bronner

  • On Creating a Native Real Time Strategy Game User Interface for Multi-Touch Devices,
    Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway

  • Crafty: Dynamic Vendor Pricing in Computer Role-Playing Games,
    Dominic Gurto, Malcolm Ryan, Alan Blair

  • Beachcomber: A Game for the Visually Impaired,
    Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo

  • Only the Good... Get Pirated: Game Piracy Activity vs. Product Features,
    Drachen Anders, Kevin Bauer, Robert W. D. Veitch

  • The Chain Model for Social Tagging Game Design,
    Lilian Weng, Rossano Schifanella, Filippo Menczer

  • Smart Ambiance: Smart Objects using Ambiance for Increased Contextual Awareness in Game Agents,
    Colm Sloan, John D. Kelleher, Brian Mac Namee

  • An Inclusive Taxonomy of Player Modeling,
    Adam Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan

  • A Different Approach to Teaching Chinese through Serious Games,
    Jeremiah Shepherd, Jijun Tang, Renaldo Doe, Matthew Arnold

  • Lessons in Teaching Game Design,
    Anne Sullivan, Gillian Smith

  • SpyFeet: An Exercise RPG,
    Aaron Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, Noah Wardrip-Fruin

  • Toward a Computational Model of Focalization,
    Byung-Chull Bae, Yun-Gyung Cheong, R. Michael Young

  • Using Navigation Meshes for Collision Detection,
    Hunter Hale, Michael Youngblood

  • AI-based Design and The Prom,
    McCoy Joshua, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin

  • Tabletop Games Using Real Environment and Physical Simulation,
    Jeremy Laviole, Martin Hachet, Christophe Schlick

  • Brain-Computer Interfaces for 3D Games: Hype or Hope?,
    Fabien Lotte

  • Reactive Animation and Gameplay Experience,
    Chelsea Hash, Katherine Isbister

  • Is More Movement Better? A Controlled Comparison of Movement-Based Games,
    Katherine Isbister, Rahul Rao, Elizabeth Hayward, Jessamyn Lidasan