Related papers: Designing Game Feel. A Survey
We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plot throughout the…
Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate the how the rounds are…
In recent years, agents have become capable of communicating seamlessly via natural language and navigating in environments that involve cooperation and competition, a fact that can introduce social dilemmas. Due to the interleaving of…
While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research…
This short note is devoted to the unraveling of the hidden interactivity of ordinary games which is an artefact of predictions of the behaviour of other players by the fixed player and describes deviations of their real behaviour from such…
This paper presents the research on the interdisciplinary research infrastructure for understanding human reasoning in game-theoretic terms. Strategic reasoning is considered to impact human decision making in social, economical and…
Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively under-explored, with the majority of…
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at…
Studying mental models has recently received more attention, aiming to understand the cognitive aspects of human-computer interaction. However, there is not enough research on the elicitation of mental models in complex dynamic systems. We…
The ability to inferring latent psychological traits from human behavior is key to developing personalized human-interacting machine learning systems. Approaches to infer such traits range from surveys to manually-constructed experiments…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improve developer workflow. We present a recommender system for…
Affective visualization design is an emerging research direction focused on communicating and influencing emotion through visualization. However, as revealed by previous research, this area is highly interdisciplinary and involves theories…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
Feint actions refer to a set of deceptive actions, which enable players to obtain temporal advantages from their opponents. Such actions are regarded as widely-used tactic in most non-deterministic Two-player Games (e.g. boxing and…
Serious games and gamification (SGG) have shown to have positive effects on health outcomes of eHealth applications. However, research has shown that a shift towards a personalized approach is needed, considering the diversity of users.…