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Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Most scientists are aware that, in addition to the traditional and subscription-based publication model, there is also the possibility of publishing their research in open access. Various surveys show that scientists are in favour of this…
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
This paper investigates how the integration of large language models influences gameplay, playability, and player experience in game development. We report a collaborative autoethnographic study of two game projects in which LLMs were…
Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes. Importantly, AI research in games is not only about playing games; it is also about generating game content, modeling…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
Experimentation is a cornerstone of successful game development and live operations, enabling teams to optimize player engagement, retention, and monetization. This article provides a comprehensive guide to implementing experimentation in…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
Large language models (LLMs) hold interesting potential for the design, development, and research of video games. Building on the decades of prior research on generative AI in games, many researchers have sped to investigate the power and…
Machine Learning (ML) is becoming more prevalent in the systems we use daily. Yet designers of these systems are under-equipped to design with these technologies. Recently, interactive visualizations have been used to present ML concepts to…
The rapid expansion of video game production necessitates the development of effective advertising and recommendation systems for online game platforms. Recommending and advertising games to users hinges on capturing their interest in…
Computing Education faces significant challenges in equipping graduates with the resilience necessary to remain relevant amid rapid technological change. While existing curricula cultivate computing competencies, they often fail to…
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music…
Research touts universal participation through accessibility initiatives, yet blind and low-vision (BLV) researchers face systematic exclusion as visual representations dominate modern research workflows. To materialize inclusive processes,…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.