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


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


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


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


Free time


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


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


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


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

Colleen Macklin, Parsons The New School for


Karen Schrier, Columbia University

Jose P. Zagal, DePaul University


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


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


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


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.