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Related papers: Gender in video games: Creativity for inclusivity

200 papers

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…

Computer Vision and Pattern Recognition · Computer Science 2021-06-21 Chintan Trivedi , Antonios Liapis , Georgios N. Yannakakis

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,…

Computation and Language · Computer Science 2018-05-09 Rob van der Goot , Nikola Ljubešić , Ian Matroos , Malvina Nissim , Barbara Plank

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…

Computer Vision and Pattern Recognition · Computer Science 2021-01-29 Zhenyu Lei , Yejing Xie , Suiyi Ling , Andreas Pastor , Junle Wang , Patrick Le Callet

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…

Human-Computer Interaction · Computer Science 2025-08-19 Frank Elavsky , Cindy Xiong Bearfield

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,…

Information Retrieval · Computer Science 2023-01-18 Christine Pinney , Amifa Raj , Alex Hanna , Michael D. Ekstrand

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…

Human-Computer Interaction · Computer Science 2021-10-13 Jichen Zhu , Magy Seif El-Nasr

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…

Human-Computer Interaction · Computer Science 2022-03-29 Luiz Rodrigues , Armando M. Toda , Wilk Oliveira , Paula T. Palomino , Julita Vassileva , Seiji Isotani

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…

Human-Computer Interaction · Computer Science 2018-05-30 Jen Beeston , Christopher Power , Paul Cairns , Mark Barlet

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,…

Human-Computer Interaction · Computer Science 2023-10-25 Xiaofeng Yong , Ali Arya

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…

Computation and Language · Computer Science 2023-06-08 Danielle Saunders , Katrina Olsen

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…

Computer Vision and Pattern Recognition · Computer Science 2024-10-31 Jialu Li , Yuanzhen Li , Neal Wadhwa , Yael Pritch , David E. Jacobs , Michael Rubinstein , Mohit Bansal , Nataniel Ruiz

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…

Computation and Language · Computer Science 2023-05-29 Lena Cabrera , Jan Niehues

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…

Human-Computer Interaction · Computer Science 2024-03-08 Sebastian Cmentowski , Andrey Krekhov , Ann-Marie Müller , Jens Krüger

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…

Neural and Evolutionary Computing · Computer Science 2022-04-15 Michael Beukman , Christopher W Cleghorn , Steven James

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…

Human-Computer Interaction · Computer Science 2020-10-06 Laurent Prevost , Olivier Liechti , Michael J. Lyons

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…

Graphics · Computer Science 2026-01-29 Milan van Zanten

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…

Software Engineering · Computer Science 2026-03-31 Keeryn Johnson , Muhammad Ahmed , Charlie Lang , Sahib Thethi , Wilson Zheng , Ronnie de Souza Santos

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…

Artificial Intelligence · Computer Science 2022-02-14 James Goodman , Diego Perez-Liebana , Simon Lucas

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…

Logic in Computer Science · Computer Science 2025-08-08 Jeroen J. A. Keiren
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