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  • PlayOn!

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: ​ Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! ​ There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. PlayOn!

  • Evolving a designer-balanced neural network for Ms PacMan

    < Back Evolving a designer-balanced neural network for Ms PacMan Link ​ Author(s) M Morosan, R Poli Abstract ​ More info TBA ​ Link

  • Time to die 2: Improved in-game death prediction in dota 2

    < Back Time to die 2: Improved in-game death prediction in dota 2 Link ​ Author(s) C Ringer, S Missaoui, VJ Hodge, AP Chitayat, A Kokkinakis, S Patra, ... Abstract ​ More info TBA ​ Link

  • Exploring the relationship between video game expertise and fluid intelligence

    < Back Exploring the relationship between video game expertise and fluid intelligence Link ​ Author(s) AV Kokkinakis, PI Cowling, A Drachen, AR Wade Abstract ​ More info TBA ​ Link

  • Online-Trained Fitness Approximators for Real-World Game Balancing

    < Back Online-Trained Fitness Approximators for Real-World Game Balancing Link ​ Author(s) M Morosan, R Poli Abstract ​ More info TBA ​ Link

  • CBT Clinics

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: ​ Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! ​ There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. CBT Clinics

  • Analysis of statistical forward planning methods in Pommerman

    < Back Analysis of statistical forward planning methods in Pommerman Link ​ Author(s) D Perez-Liebana, RD Gaina, O Drageset, E Ilhan, M Balla, SM Lucas Abstract ​ More info TBA ​ Link

  • The University of Sheffield

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: ​ Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! ​ There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. The University of Sheffield

  • Procedural Generation using Spatial GANs for Region-Specific Learning of Elevation Data

    < Back Procedural Generation using Spatial GANs for Region-Specific Learning of Elevation Data Link ​ Author(s) RJ Spick, P Cowling, JA Walker Abstract ​ More info TBA ​ Link

  • The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition

    < Back The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition Link ​ Author(s) Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty, Noburu Kuno, Andre Kramer, Sam Devlin, Raluca D Gaina, Daniel Ionita Abstract ​ More info TBA ​ Link

  • Synthesising Knocking Sound Effects Using Conditional WaveGAN

    < Back Synthesising Knocking Sound Effects Using Conditional WaveGAN Link ​ Author(s) A Barahona-Rıos, S Pauletto Abstract ​ More info TBA ​ Link

  • Elena Petrovskaya

    < Back ​ Dr Elena Gordon-Petrovskaya University of York ​ iGGi Alum ​ ​ Elena specialises in novel forms of 'predatory' monetisation in digital games and its effects on players and is particularly interested in the links of game design to gaming disorder. She uses her background in psychology and human-computer interaction to take a player-centric perspective: developing knowledge bottom-up and working directly with players as the primary stakeholder. Her work spans ethics, wellbeing, and the lived experience of technology and its use. In her work so far, Elena has conducted a qualitative study with 1000+ players to create a taxonomy of microtransactions that players perceive to be unfair, aggressive, or misleading, and carried out a prevalence assessment of these techniques across the most popular desktop and mobile games. Most recently, her work discovered several types of harms which emerge from player interaction with games perceived as 'designed to drive spending'. Additionally, Elena has contributed to government calls for evidence around game regulation, given talks at seminar series and conferences, and collaborated on a variety of related topics, such as loot box spending, esports betting, and changes to gameplay during COVID. ​ elepetrovs@gmail.com Email Mastodon http://elepetrovs.co.uk/ Other links Website LinkedIn https://twitter.com/elepetrovs Twitter Github Supervisors: Prof. Sebastian Deterding Dr David Zendle Featured Publication(s): Learnings from the case Maple Refugee: A dystopian story of free-to-play, probability, and gamer consumer activism. Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games Adapting and Enhancing Evolutionary Art for Casual Creation. The many faces of monetisation: Understanding the diversity and extremity of player spending in mobile games via massive-scale transactional analysis The relationship between psycho-environmental characteristics and wellbeing in non-spending players of certain mobile games Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation The lived experience of Internet Gaming Disorder: core symptoms, antecedents and consequences as based on a qualitative analysis of Reddit posts. Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective Designing Personas for Expressive Robots: Personality in the New Breed of Moving, Speaking, and Colorful Social Home Robots A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic How do loot boxes make money? An analysis of a very large dataset of real Chinese CSGO loot box openings Defining the esports bettor: evidence from an online panel survey of emerging adults The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools Not all fun and games: The design and evaluation of a game to increase intrinsic motivation in learning programming Exploring the multiverse of analysis options for the Addiction Stroop "These People Had Taken Advantage of Me”: A Grounded Theory of Problematic Consequences of Player Interaction with Mobile Games Perceived as “Designed to Drive Spending" Themes Player Research - Previous Next

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