Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games

Society for the Advancement of the Science of Digital Games, ISBN 78-0-9913982-1-8

Second Workshop on Design Patterns in Games

Jose Zagal, Staffan Björk, and Kenneth Hullett
Front matter
Valter Alves and Licinio Roque
Design patterns in games; The case for sound design
Steve Dahlskog and Julian Togelius
Patterns as objectives for level generation
Joris Dormans
Making design patterns work
Kenneth Hullett
Cause-effect relationships between design patterns and designer intent in FPS levels
Christopher Dristig Stenström and Staffan Björk
Understanding combat design in computer role-playing games
Richard Wetzel
A case for design patterns supporting the development of mobile mixed reality games

First International Workshop on EVE Online

Marcus Carter, Darryl Woodford, and Kelly Bergstrom
Internet spaceships are serious business: EVE Online workshop introduction
Martin R. Gibbs, Marcus Carter, and Joji Mori
Vile Rat: Spontaneous shrines in EVE Online
Richard Page
The Dao of space piracy: Tradition, modernity and ethics among online gamers in Shanghai
Darryl Woodford
Dispute resolution across platforms: Offshore gambling industry & EVE Online

Games for Learning Workshop

Allan Fowler
Measuring learning and fun in video games for young children: A proposed method
Dana Ruggiero
Video games in the classroom: The teacher point of view
Wattanasoontorn V., Boada I., and Sbert M.
LISSA: A serious game to learn cardiopulmonary resuscitation
Panagiotis Zaharias and Ioanna Chatzeparaskevaidou
Hedonic and pragmatic qualities as predictors for motivation to learn in serious educational games
Iro Voulgari and Vassilis Komis
Player characters as devices for supporting learning in massively multiplayer online games
Simon Leander Mikkelsen, Anders Hartzen, and Rilla Khaled
Escape from Trelleborg – Situated learning through augmented reality
Yun-Gyung Cheon, Corrado Grappiolo, and Christoffer Holmgård
Towards validating game scenarios for teaching conflict resolution
Maria Saridaki, Constantinos Mourlas, and Elina Roinioti
Engaging students with intellectual disabilities through location based games
Giorgos Evgeneiadis, Vassiliki Kouloumenta, and Alexandros Potamianos
Analyzing exploration and exploitation patterns in multimodal dialogue games for preschoolers
Gillian Smith and Casper Harteveld
Procedural content generation as an opportunity to foster collaborative mindful learning

The Inaugural Workshop on the Global Game Jam

Allan Fowler, Mirjam P. Eladhari, Foaad Khosmood, and Ali Arya
Front matter
Allan Fowler, Foaad Khosmood, and Ali Arya
The evolution and significance of the Global Game Jam
Lars Reng, Henrik Schoenau-Fog, and Lise Busk Kofoed
The motivational power of game communities - engaged through game jamming
Michael James Scott and Gheorghita Ghinea
Promoting game accessibility: Experiencing an induction on inclusive design practice at the Global Games Jam
Alexander Zook and Mark O. Riedl
Game conceptualization and development processes in the Global Game Jam
Shinji R. Yamane
Adaptability of the Global Game Jam: A case study in Japan

First International Workshop on Intelligent Digital Games for Empowerment and Inclusion

Björn Schuller, Lucas Paletta, and Nicolas Sabouret
Intelligent Digital Games for Empowerment and Inclusion – an introduction
Ionut Damian, Tobias Baur, and Elisabeth André
Investigating social cue-based interaction in digital learning games
Dana Ruggiero
The four keys of social impact games
Björn Schuller, Erik Marchi, Simon Baron-Cohen, Helen O'Reilly, Peter Robinson, Ian Davies, Ofer Golan, Shimrit Friedenson, Shahar Tal, Shai Newman, Noga Meir, Roi Shillo, Antonio Camurri, and Stefano Piana
ASC-Inclusion: Interactive emotion games for social inclusion of children with autism spectrum conditions
Stefano Piana, Alessandra Staglianò, Antonio Camurri, and Francesca Odone
A set of full-body movement features for emotion recognition to help children affected by autism spectrum condition
Marios Christoulakis, Andreas Pitsiladis, Argiro Moraiti, Nektarios Moumoutzis, and Stavros Christodoulakis
EShadow: A tool for digital storytelling based on traditional Greek shadow theatre
Aikaterini Bourazeri and Jeremy Pitt
Serious game design for inclusivity and empowerment in SmartGrids
Ian Dunwell, Petros Lameras, Craig Stewart, Pangiotis Petridis, Sylvester Arnab, Maurice Hendrix, Sara de Freitas, Mark Gaved, Björn Schuller, and Lucas Paletta
Developing a digital game to support cultural learning amongst immigrants
Hazaël Jones and Nicolas Sabouret
TARDIS - A simulation platform with an affective virtual recruiter for job interviews
Nick Degens, Gert Jan Hofstede, Samuel Mascarenhas, André Silva, Ana Paiva, Felix Kistler, Elisabeth André, Aleksandra Swiderska, Eva Krumhuber, Arvid Kappas, Colette Hume, Lynne Hall, Ruth Aylett
Traveller – Intercultural training with intelligent agents for young adults

Fourth Workshop on Procedural Content Generation in Games

Joris Dormans and Stefan Leijnen
Combinatorial and exploratory creativity in procedural content generation
Ricardo Lopes, Ken Hilf, Luke Jayapalan, and Rafael Bidarra
Mobile adaptive procedural content generation
Pedro Brandão Silva, Pascal Müller, Rafael Bidarra, and António Coelho
Node-based shape grammar representation and editing
António Ferreira, António Coelho, and Rui Rodrigues
Content generation for turn-based strategy games
Marie Gustafsson Friberger, Julian Togelius, Andrew Borg Cardona, Michele Ermacora, Anders Mousten, Martin Møller Jensen, Virgil-Alexandu Tanase, and Ulrik Brøndsted
Data games
Kate Compton, Joseph C. Osborn, and Michael Mateas
Generative methods
Eric McDuffee and Alex Pantaleev
Team Blockhead Wars: Generating FPS weapons in a multiplayer environment
Michael Andereck, Alan Price, and Roger Crawfis
Procedural terrain generation for medical rehabilitation

Second Workshop on Intelligent Cinematography and Editing

Remi Ronfard, Vineet Gandhi, and Laurent Boiron
The prose storyboard language
Paolo Burelli
Adapting virtual camera behaviour
Daniel Levin
Bridging the gap between rich and sparse accounts of vision: A cinematic lens for visual cognition