Related papers: Gender in video games: Creativity for inclusivity
Gender biases in language generation systems are challenging to mitigate. One possible source for these biases is gender representation disparities in the training and evaluation data. Despite recent progress in documenting this problem and…
Utopian images in XR-games are often ambiguous. How can ambiguity be consciously designed in virtual worlds? What are the design principles for game designers? Ambiguity arises from discontinuity and decontextualization, from the deliberate…
Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual…
Besides the ability to utilize visualizations, the process of creating and authoring them is of equal importance. However, for visualization environments beyond the desktop, like multi-display or immersive analytics environments, this…
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…
Video games are increasingly accessible to blind and low vision (BLV) players, yet many aspects remain inaccessible. One aspect is the joy players feel when they explore environments and make new discoveries, which is integral to many…
Perceptions of gender are a significant aspect of human-human interaction, and gender has wide-reaching social implications for robots deployed in contexts where they are expected to interact with humans. This work explored two flexible…
Methods for learning latent user representations from historical behavior logs have gained traction for recommendation tasks in e-commerce, content streaming, and other settings. However, this area still remains relatively underexplored in…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
Blind and low-vision (BLV) players face critical challenges in engaging with video games due to the inaccessibility of visual elements, difficulties navigating interfaces, and limitations in performing interaction. Meanwhile, the…
Images are often termed as representations of perceived reality. As such, racial and gender biases in popular culture and visual media could play a critical role in shaping people's perceptions of society. While previous research has made…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
While research on applications and evaluations of explanation methods continues to expand, fairness of the explanation methods concerning disparities in their performance across subgroups remains an often overlooked aspect. In this paper,…
Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity. As such, game agents offer a valuable testbed for exploring capabilities relevant to Artificial General Intelligence. Recently, the…
In open-source software design, the inclusion of women is often highlighted simply to remind programmers that women exist. Yet, little attention is given to how greater gender diversity, specifically women's participation, could…
Gender inclusivity in language technologies has become a prominent research topic. In this study, we explore gender-neutral translation (GNT) as a form of gender inclusivity and a goal to be achieved by machine translation (MT) models,…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
A game's theme is an important part of its design -- it conveys narrative information, rhetorical messages, helps the player intuit strategies, aids in tutorialisation and more. Thematic elements of games are notoriously difficult for AI…
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…