Category: Conference Papers

Opening the Black Box of Play: Strategy Analysis of an Educational Game 0

Opening the Black Box of Play: Strategy Analysis of an Educational Game

Britton Horn, Amy Hoover, Jackie Barnes, Yetunde Folajimi, Gillian Smith, Casper Harteveld. Opening the Black Box of Play: Strategy Analysis of an Educational Game. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI Play). Austin, TX, October 16-19, 2016

A cross-cultural evaluation of a computer science teaching game 0

A cross-cultural evaluation of a computer science teaching game

Yetunde Folajimi, Britton Horn, Amy Hoover, Jackie Barnes, Gillian Smith, Casper Harteveld. A cross-cultural evaluation of a computer science teaching game. In Proceedings of Games+Learning+Society 2016. Pittsburgh, PA: ETC Press

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Design Insights into the Creation and Evaluation of a Computer Science Educational Game

Britton Horn, Christopher Clark, Oskar Strom, Hilery Chao, Amy J. Stahl, Casper Harteveld, Gillian Smith. 2016. Design Insights into the Creation and Evaluation of a Computer Science Educational Game. Proceedings of the 2016 ACM Symposium on Computer Science Education (SIGCSE 2016), March 2-5, Memphis, TN.

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Standing on the Shoulders of Citizens: Exploring Gameful Collaboration for Creating Social Experiments

Casper Harteveld, Steven C. Sutherland, Amy J. Stahl, Gillian Smith, Cigdem Talgar. Standing on the Shoulders of Citizens: Exploring Gameful Collaboration for Creating Social Experiments. Proceedings of the 49th Hawaii International Conference on System Sciences (HICSS). Kaui, HI, January 5-8, 2016.

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An Analog History of Procedural Content Generation

Gillian Smith. An Analog History of Procedural Content Generation. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. Nominated for best paper award; nominations given to top 18.9% of papers in conference.

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Formalizing Non-Formalism: Breaking the Rules of Automated Game Design

Michael Cook, Gillian Smith. Formalizing Non-Formalism: Breaking the Rules of Automated Game Design. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. Winner of Best Paper in Game Design track; nominations given to top 18.9% of papers in conference.

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AI-Based Game Design Patterns

Mike Treanor, Alex Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam Smith. AI-Based Game Design Patterns. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015.

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Exploring Digital Games as a Research and Educational Platform for Replicating Experiments

Steven C. Sutherland, Casper Harteveld, Gillian Smith, Joseph Schwartz, Cigdem Talgar. Exploring Digital Games as a Research and Educational Platform for Replicating Experiments. Proceedings of the 2015 Northeast Decision Sciences Conference (NEDSI 15). Cambridge, MA, March 20-22, 2015. Recipient of David M. Levine Best Paper in Innovative Education Award.

A Design-Focused Analysis of Games Teaching Computer Science 0

A Design-Focused Analysis of Games Teaching Computer Science

Casper Harteveld, Gillian Smith, Gail Carmichael, Elisabeth Gee, Carolee Stewart-Gardiner. A Design-Focused Analysis of Games Teaching Computer Science. Proceedings of Games+Learning+Society 10, Madison, WI, USA, June 10-13, 2014.

Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games 0

Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games

Gillian Smith. Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games. Proceedings of the ACM CHI Conference on Human Factors in Computing Systems (CHI 2014), Toronto, Canada, April 26-May 1, 2014.

A Comparative Evaluation of Level Generators in the Mario AI Framework 0

A Comparative Evaluation of Level Generators in the Mario AI Framework

Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, Julian Togelius. A Comparative Evaluation of Level Generators in the Mario AI Framework. Proceedings of the 2014 Foundations of Digital Games Conference (FDG 2014), Fort Lauderdale, FL, April 3-7, 2014.

PCG-Based Game Design: Creating Endless Web 0

PCG-Based Game Design: Creating Endless Web

Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin. PCG-Based Game Design: Creating Endless Web. Proceedings of the 2012 Foundations of Digital Games Conference (FDG 2012), Raleigh, NC, May 30 – June 1, 2012.

The Five Year Evolution of a Game Programming Course 0

The Five Year Evolution of a Game Programming Course

Gillian Smith, Anne Sullivan. The Five Year Evolution of a Game Programming Course. Proceedings of the 43rd ACM Technical Symposium on Computer Science Education (SIGCSE 2012), Raleigh, NC, February 29 – March 3, 2012.

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games 0

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games

Gillian Smith, Ryan Anderson, Brian Kopleck, Zach Lindblad, Lauren Scott, Adam Wardell, Jim Whitehead, Michael Mateas. Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. Proceedings of the 4th International Conference on Interactive Digital Storytelling (ICIDS 2011),Vancouver, Canada, November 28 – December 1, 2011.

Lessons in Teaching Game Design 0

Lessons in Teaching Game Design

Anne Sullivan, Gillian Smith. Lessons in Teaching Game Design. Proceedings of the 2011 International Conference on the Foundations of Digital Games (FDG 2011),Bordeaux, France, June 29 -July 1, 2011.

An Inclusive View of Player Modeling 0

An Inclusive View of Player Modeling

Adam M. Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan. An Inclusive View of Player Modeling. Proceedings of the 2011 International Conference on the Foundations of Digital Games (FDG 2011), Bordeaux, France, June 29 -July 1, 2011.

Polymorph: A Model for Dynamic Level Generation 0

Polymorph: A Model for Dynamic Level Generation

Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: A Model for Dynamic Level Generation. Proceedings of the 2010 Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), Palo Alto, CA, October 11 – 13.

Tanagra: A Mixed-Initiative Level Design Tool 0

Tanagra: A Mixed-Initiative Level Design Tool

Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: A Mixed-Initiative Level Design Tool. Proceedings of the 2010 Int’l Conference on the Foundations of Digital Games (FDG 2010), Monterey, CA, June 19-21, 2010.

Rhythm-Based Level Generation for 2D Platformers 0

Rhythm-Based Level Generation for 2D Platformers

Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas. Rhythm-Based Level Generation for 2D Platformers. Proceedings of the 2009 Int’l Conference on the Foundations of Digital Games (FDG 2009), Orlando, FL, April 26-30, 2009.