Foundations of Digital Games 2010
Conference Program
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.
© Society for the Advancement of the Science of Digital Games