Foundations of Digital Games 2010

Conference Program

 

Friday, June 18

8:30 – 6:00




6:00 – 7:00


7:00 – 7:30


7:30 – 10:30


Workshop: Intelligent Narrative Technologies III

Location: Viewpoint East


Dinner


Free time


Tutorial: Kodu

Brad Gibson, Microsoft

Location: Merill Hall


Workshop: Procedural Content Generation in Games

Location: Scripps

Workshop: Teaching Aesthetics in Game Design

Location: Surf and Sand

Saturday, June 19

Location:


9:00 – 9:15


9:15 – 10:15



10:30 – 12:00


















12:00 – 1:00


1:00 – 1:30


1:30 – 2:30




2:45 – 3:30


3:45 – 5:00


















5:00 – 5:15


5:15 – 6:00










6:00 – 7:00


7:00 – 7:30


7:30 – 9:00


9:00 – 12:00


Merill Hall


Opening Remarks


Keynote: Game Design = Learning Design = Game

Design by James Gee, Arizona State University


Doctoral Consortium Session

Session Chair: Tiffany Barnes


The Science of Level Design

Kenneth Hullett.


Dynamic Social Planning and Intention Revision

in Generative Story Planning

Matthew Fendt


Games for CS Education: Computer-Supported Collaborative Learning and Multiplayer Games

Andrea Nickel and Tiffany Barnes.


Towards Social Gaming Methods for Improving

Game-based Computer Science Education

Andrew Hicks


Lunch


Free time


Industry Talk: Developing for Project Natal by Shannon Loftis, Microsoft



One minute Madness


Paper Session 1A

Session Chair: Ian Parberry


BeadLoom Game: Using Game Elements to

Increase Motivation and Learning

Acey Boyce, Tiffany Barnes


Individual Differences in Gameplay and Learning:

A Narrative-Centered Learning Perspective

Jonathan Rowe, Lucy Shores, Bradford Mott,

James Lester


Weatherlings: A New Approach to Student Learning

Using Web-Based Mobile Games

Josh Sheldon, Judy Perry, Eric Klopfer, Jennifer Ong, Vivian Hsueh-Hua Chen, Pei Wen Tzuo, Louisa Rosenheck


Mini Break


Panel: Gaming Friendship: Social Network Sites as Fields of Play


Liz Losh, UC Irvine

Frank Lantz, Area/Code and New York University

TL Taylor, IT University Copenhagen

Brenda Brathwaite, Slide




Dinner


Free time


Demos


Tutorial: Applied Game Design - Part 1: The MDA of Bartok

Robin Hunicke, thatgamecompany

Ben Smith, Blizzard Entertainment


Chapel Hall







Doctoral Consortium Session

Session Chair: Zoran Popović


Improving Crowd Behaviour for Games and

Virtual Worlds

Saskia Groenewegen


Authoring Serious Games

Florian Mehm


Scenario Adaptivity in Serious Games

Ricardo A. Lopes


Supporting Collaborative Real-time Strategic Planning in Multiplayer Games

Matthew Johnson







Industry talk: Better games through better understanding: Researching games from inside the games industry by John Hopson, Microsoft




Paper Session 1B

Session Chair: Tracy Fullerton


Design Patterns in FPS Levels

Kenneth Hullett, Jim Whitehead


The challenge of designing scientific discovery games

Seth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay, Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David Salesin, David Baker, Zoran Popović


OutRun: Perversive Games and Designing the

De-Simulation of Eight-Bit Driving

Garnet Hertz






Paper Session 2

Session Chair: Drew Davidson


What Went Wrong: A Taxonomy of Video Game Bugs

Chris Lewis, Jim Whitehead, Noah Wardrip-Fruin


Lessons from a course on serious games research and prototyping

Amanda Chaffin, Tiffany Barnes








Social: Graduate Student Networking

Sunday, June 20

Location:


9:00 – 10:00




10:15 – 12:00
























12:00 – 1:00


1:00 – 1:30


1:30 – 2:20











2:30 – 3:15














3:15 – 3:30


3:30 – 4:45

















4:45 – 5:15


5:15 – 6:00








6:00 – 7:00


7:00 – 7:30


7:30 – 8:20












9:00 – 12:00


Merill Hall


Keynote: Research in Animation and Simulation for Interactive Entertainment of the Future by Markus Gross


Paper Session 3A

Session Chair: Elisabeth Hayes


A Framework for Evidence Based Visual Style Development for Serious Games

Tim McLaughlin, Dennie Smith, Irving Brown


Toward Effective Game-Based Social Skills Tutoring for Children: An Evaluation of a Social Adventure Game

James M. Thomas, Melissa E. DeRosier


Catalyst: Seeing Through the Eyes of a Cat

Jeremy Long, Anthony Estey, David Bartle, Sven Olsen, Amy Gooch


SHORT PAPER: Stats Invaders! Learning about statistics by playing a classic video game

Dylan Arena, Daniel Schwartz


SHORT PAPER: Applying game design principles to social skills learning for students in special education

Lisa Tolentino, Philippos Savvides, David Birchfield


Lunch


Free time


Paper Session 4A

Session Chair: R. Michael Young


Implementing Games on Pinball Machines

Daniel Wong, Darren Earl, Fred Zyda, Ryan Zink, Sven Koenig, Allen Pan, Selby Shlosberg, Jaspreet Singh, Nathan Sturtevant


Adapting Personal Music for Synesthetic Game Play

Samuel Rossoff, George Tzanetakis, Bruce Gooch


Panel: Developers with Opinions


Jon Blow, Number None

Chris Hecker, Independent (formerly of EA Maxis / Spore)

Rod Humble, EVP, Electronic Arts Play









Mini break


Paper Session 5A

Session Chair: Michael Zyda


ABC-Sprints: Adapting Scrum to Academic Game Development Courses

Jonas Schild, Robert Walter, Maic Masuch


Investigating studio-based learning in a course on game design

Anthony Estey, Jeremy Long, Bruce Gooch, Amy Gooch


Game-Themed Instructional Modules: A Video Case Study

Robin Angotti, Cinnamon Hillyard, Michael Panitz, Kelvin Sung, Keri Marino


Break


Panel: Good, Bad, or just plain Ugly? Morality and Heavy Rain


Colleen Macklin, Parsons The New School for

Design

Karen Schrier, Columbia University

Jose P. Zagal, DePaul University


Dinner


Free time


Paper Session 6A

Session Chair: Steve Feiner


Exploring Strategies and Guidelines for Developing Full Body Video Game Interfaces

Juliet Norton, Chadwick Wingrave, Joseph LaViola Jr.


VI-Tennis: a Vibrotactile/Audio Exergame for Players who are Visually Impaired

Tony Morelli, John Foley, Luis Columna, Lauren Lieberman, Eelke Folmer


Tutorial: Applied Game Design - Part 2: The Bartok Variant Playoffs!!

Robin Hunicke, thatgamecompany

Ben Smith, Blizzard Entertainment


Chapel Hall






Paper Session 3B

Session Chair: Magy Seif El-Nasr


Grapevine: A Gossip Generation System

Foaad Khosmood, Marilyn Walker


Tanagra: A Mixed-Initiative Level Design Tool

Gillian Smith, Jim Whitehead, Michael Mateas


Real-time team-mate AI in Games: A definition, survey & critique

Kevin McGee, Aswin Thomas Abraham


SHORT PAPER: Reaching out with Game Design

Katelyn Doran, Acey Boyce


SideView PRESENTATION:

Precipice of Innovation: A Young Woman's Dream

of Empowering Present and Future Generations Through Computer Science,

Technology, Engineering and Math

Clara Monheit Berman







Paper Session 4B

Session Chair: Colleen Macklin


Mining Game Statistics from Web Services: A World of Warcraft Armory case study

Chris Lewis, Noah Wardrip-Fruin


Race and Gender in Play Practices: Young African American males

Betsy DiSalvo, Amy Bruckman


Panel: White Cubes, Show Floors and Dance Parties: The Curation and Exhibition of Games


Simon Carless, Chairman, Independent Games Festival, Global Brand Director, UBM Techweb Game Network

Richard Reinhart, Digital Media Director & Adjunct Curator, Berkeley Art Museum and Pacific Film Archive

Sam Roberts, Director, IndieCade International Festival, Cofounder, Codename

John Sharp, Professor, Savannah College of Art and Design-Atlanta, co-organizer of the Art History of Games




Paper Session 5B

Session Chair: John Sharp


In search of lost time: On game goals and failure costs

Jesper Juul


A qualitative study of Ragnarök Online private servers: In-game sociological issues

Thomas Debeauvais, Bonnie Nardi


Playing with Words: From intuition to evaluation of game dialogue interfaces

Serdar Sali, Noah Wardrip-Fruin, Steven Dow,

Michael Mateas, Sri Kurniawan, Aaron Reed,

Ronald Liu





Panel: Society for the Advancement of the Science of Digital Games (SASDG) Reporting & Discussion











Paper Session 6B

Session Chair: Mia Consalvo


This Is How We Play It: What a Mega-LAN Can Teach Us About Games

T.L. Taylor, Emma Witkowski


Analysis of Level Design 'Push & Pull' within 21 games

David Milam, Magy Seif El-Nasr




Tutorial: XNA Tutorial

Mitch Walker, Microsoft


Monday, June 21

Location:


9:00 – 10:00



10:15 – 11:05













11:15 – 12:00








12:00 – 1:00


Merill Hall


Industry Talk: Game Design in the Era of Big Data by Michael John, EA


Paper Session 7A

Session Chair: Jesper Juul


Gameplay Analysis through State Projection

Erik Andersen, Yun-En Liu, Ethan Apter, François Boucher-Genesse, Zoran Popović


Reconstructing the World in 3D: Bringing Games with a Purpose Outdoors

Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam Smith, Zoran Popović



Panel: Before It's Too Late: The Preservation of Digital Games


Andrew Phelps, Rochester Institute of Technology

John Romero, Gazillion Entertainment

Matthew Kirschenbaum, University of Maryland

Henry Lowood, Stanford University


Lunch


Conference ends.


Chapel Hall





Paper Session 7B

Session Chair: Mark Claypool


Integrating Players, Reputation and Ranking to Manage Cheating in MMOGs

Dmitri Botvich, Jimmy McGibney, Georgy Ostapenko, Stefano de Paoli, Aphra Kerr, Max Keatinge


Kaboom! is a Many-Splendored Thing: An interpretation and design methodology for message-driven games using graphical logics

Mike Treanor, Michael Mateas, Noah Wardrip-Fruin




Tentative program, subject to changes. Last updated on Tuesday, June 1, 2010.