Related papers: Gender in video games: Creativity for inclusivity
Representing games through their pixels offers a promising approach for building general-purpose and versatile game models. While games are not merely images, neural network models trained on game pixels often capture differences of the…
Gender prediction has typically focused on lexical and social network features, yielding good performance, but making systems highly language-, topic-, and platform-dependent. Cross-lingual embeddings circumvent some of these limitations,…
With the proliferation of various gaming technology, services, game styles, and platforms, multi-dimensional aesthetic assessment of the gaming contents is becoming more and more important for the gaming industry. Depending on the diverse…
This paper is a collaborative piece between two worlds of expertise in the field of data visualization: accessibility and bias. In particular, the rise of generative models playing a role in accessibility is a worrying trend for data…
Information access research (and development) sometimes makes use of gender, whether to report on the demographics of participants in a user study, as inputs to personalized results or recommendations, or to make systems gender-fair,…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream…
Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in the adoption, use,…
The vast majority of work on gender in MT focuses on 'unambiguous' inputs, where gender markers in the source language are expected to be resolved in the output. Conversely, this paper explores the widespread case where the source sentence…
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…
Neural machine translation (NMT) models often suffer from gender biases that harm users and society at large. In this work, we explore how bridging the gap between languages for which parallel data is not available affects gender bias in…
Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game…
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler…
Portals have many applications in the field of computer graphics. Recently, they have found use as a way of artificially increasing the available space in a virtual reality (VR) environment. In this paper, we will cover a technique for…
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…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
We propose a benchmark suite for parity games that includes all benchmarks that have been used in the literature, and make it available online. We give an overview of the parity games, including a description of how they have been…