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  • Rinascimento: Optimising statistical forward planning agents for playing splendor

    < Back Rinascimento: Optimising statistical forward planning agents for playing splendor Link Author(s) I Bravi, D Perez-Liebana, SM Lucas, J Liu Abstract More info TBA Link

  • Emotional and functional challenge in core and avant-garde games

    < Back Emotional and functional challenge in core and avant-garde games Link Author(s) T Cole, P Cairns, M Gillies Abstract More info TBA Link

  • Inside the decentralised casino: A longitudinal study of actual cryptocurrency gambling transactions

    < Back Inside the decentralised casino: A longitudinal study of actual cryptocurrency gambling transactions Link Author(s) OJ Scholten, D Zendle, JA Walker Abstract More info TBA Link

  • IoT and Machine Learning for Next Generation Traffic Systems

    < Back IoT and Machine Learning for Next Generation Traffic Systems Link Author(s) S Howell, S Cole, T Broad, T Maatta Abstract More info TBA Link

  • Towards an Ontology of Wargame Design

    < Back Towards an Ontology of Wargame Design Link Author(s) L Ouriques, CE Barbosa, J Kritz, G Xexéo Abstract More info TBA Link

  • A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio

    < Back A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio Link Author(s) J Kulik, P Cairns Abstract More info TBA Link

  • Thryn Henderson

    < Back Dr Thryn Henderson University of York iGGi Alum Thryn’s phd explored the practices of personal vignette games, with a particular interest in the vignette game’s approaches to digital persona, their roots in approachable DIY culture, and their importance to marginalised creators. Publications from their work can be found in the Digra 2020 archive and Persona Studies Volume 6, Issue 2 . Thryn’s interest in gaming grows from a delight in telling stories. They endeavour to find the spaces where play incorporates and encourages collaborative narrative, poetry, theatre, activism, subversion, surprise and expression. Most of Thryn’s work in playful media can be found in zines, cardboard installations, paper games, hidden screens, or roaming through the woods around the UK. They are a co-founder of the playful design co-operative Furtive Shambles, currently producing experimental live and tabletop game experiences. thrynhenderson@gmail.com Email Mastodon https://furtiveshambles.com Other links Website LinkedIn BlueSky Github Themes Design & Development - Previous Next

  • Oliver Withington

    < Back Oliver Withington Queen Mary University of London iGGi PG Researcher Available for post-PhD position Oliver Withington is a AI and games researcher working on novel methods for evaluating content generation systems for games. Following a successful career in the healthcare technology industry he decided to combine his life long love of games and interest in AI research into a PhD with the iGGi CDT in 2020. He lives in London with his wife and two young daughters, and when he is not writing about, thinking about, or talking about games you can probably find him in either his local bouldering gym, or in the park either pursuing or being pursued by two small children. A description of Oliver's research: Oliver's primary motivation is to make the evaluation of novel content generators more standardised, robust and straightforward for both researchers and game designers. Currently his focus is on techniques for producing informative visualisations of the output spaces of content generators. His work has been published at many of the leading conferences in his field, and he has also taken his work and ideas to the game industry, most recently in the form of a talk at GDC 2025's AI Summit. owithington@hotmail.co.uk Email Mastodon http://owithington.co.uk Other links Website https://www.linkedin.com/in/oliver-withington-909052bb/ LinkedIn BlueSky https://github.com/KrellFace Github Supervisors: Dr Jeremy Gow Dr Laurissa Tokarchuk Featured Publication(s): Exploring Minecraft Settlement Generators with Generative Shift Analysis HarmonyMapper: Generating Emotionally Divers Chord Progressions for Games. The Right Variety: Improving Expressive Range Analysis with Metric Selection Methods Visualising Generative Spaces Using Convolutional Neural Network Embeddings Compressing and Comparing the Generative Spaces of Procedural Content Generators Illuminating Super Mario Bros: quality-diversity within platformer level generation Themes Creative Computing Design & Development Game AI https://www.youtube.com/watch?v=4m1gYriq_pc Previous Next

  • Archaeological Gameworld Affordances: A Grounded Theory of How Players Interpret Environmental Storytelling

    < Back Archaeological Gameworld Affordances: A Grounded Theory of How Players Interpret Environmental Storytelling Link Author(s) F Smith Nicholls, M Cook Abstract More info TBA Link

  • Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective

    < Back Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective Link Author(s) E Petrovskaya, D Zendle Abstract More info TBA Link

  • Themes (All) | iGGi PhD

    Themes (All) iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. iGGi Themes Game AI How might we use novel AI techniques including machine learning and decision search to create more effective and engaging game agents and understand human behaviour in games? Design & Development How might we advance game-making with new design and development insights, methods, tools, and techniques? Immersive Technology How might we advance the use and understanding of VR, XR, AR, and other immersive technologies in games? Game Audio How might we combine data, AI, and music psychology to create engaging adaptive music and sound experiences for games? Esports How might we use esports data to create immersive audience experiences, help players and teams improve, and understand human performance? Applied Games How might we design and use games to support health, learning, work, and conduct scientific research? Creative Computing How can AI tools enhance the creative process of (human) game creatives? Player Research How might we use and combine diverse methods to understand how people experience games, interact with and through them, and are affected by them? Accessibility How might we design and make games playable and inclusive to as wide a range of people as possible, regardless of background or ability? Game Data How might we analyse the big data exhausts of games to support game developers and understand people inside and outside of games?

  • What Is a Game Jam?

    < Back What Is a Game Jam? Link Author(s) G Lai, F Khosmood Abstract More info TBA Link

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The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is a leading PhD research programme aimed at the Games and Creative Industries.

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