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- 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
- David Gundry
< Back Dr David Gundry University of York iGGi Alum Using Applied Games to Motivate Speech Without Bias (Industry placement Lightspeed Research) Eliciting linguistic data faces several difficulties such as investment of researcher time and few available participants. Because of this, many language elicitation studies have to make do with few subjects and coarse sampling rates (measured in months). It would be ideal if a game could crowd-source relevant linguistic data with frequent, short game sessions. To this end, David’s research is looking into how games shape and elicit players’ linguistic behaviour. The established design patterns of gamification do not apply to a domain that lacks a ‘correct’ answer like language or personal beliefs and attitudes. David’s research shows how a player’s strategic goals will systematically bias data collection. It also shows how to design around this. The conclusion: The player’s choice of how to express a given datum must be strategically irrelevant in the game. David can remember the halcyon days when he had the free time to play games. Now he’s doing a PhD and has a one-year-old. He has an background in linguistics. He loves writing expressive code and designing clever little games. He wants to show that research games can be fun, not just effective. Please note: Updating of profile text in progress Email Mastodon Other links Website LinkedIn BlueSky Github Featured Publication(s): Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games Designing Games to Collect Human-Subject Data Validity threats in quantitative data collection with games: A narrative survey Busy doing nothing? What do players do in idle games? Intrinsic elicitation: A model and design approach for games collecting human subject data Themes Applied Games - Previous Next
- Studying believability assessment in racing games
< Back Studying believability assessment in racing games Link Author(s) C Pacheco, L Tokarchuk, D Perez-Liebana Abstract More info TBA Link
- Computational approaches for understanding the diagnosis and treatment of Parkinson's disease
< Back Computational approaches for understanding the diagnosis and treatment of Parkinson's disease Link Author(s) SL Smith, MA Lones, M Bedder, JE Alty, J Cosgrove, RJ Maguire, ... Abstract More info TBA Link
- Fusebox
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. Fusebox
- Grounded Theory in Games Research: Making the Case and Exploring the Options
< Back Grounded Theory in Games Research: Making the Case and Exploring the Options Link Author(s) JH Salisbury, T Cole Abstract More info TBA Link
- World and human action models towards gameplay ideation
< Back World and human action models towards gameplay ideation Link Author(s) A Kanervisto, D Bignell, LY Wen, M Grayson, R Georgescu, ... Abstract More info TBA Link
- Prof Simon Colton
< Back Prof. Simon Colton Queen Mary University of London iGGi Co-Investigator Supervisor Simon Colton is an AI researcher with particular focus on issues of Computational Creativity, where we engineer software to take on creative responsibilities in art and science projects. He undertakes projects advancing the state of the art in generative technologies such as evolutionary approaches and deep learning, and uses these to help develop software such as The Painting Fool, The WhatIf Machine, the Wevva game designer, the HR3 automated code generator, and the Art Done Quick casual creator for visual art. In turn, these software systems and their output are used in cultural projects such as a poetry readings, art exhibitions, game jams, and even the production of a West-End musical. This enables Simon to undertake much public engagement, with coverage from the BBC, The Guardian, MIT Tech Review, The New Scientist and many others. These practical and cultural projects inform an evolving philosophical discourse around what it means for machines to be creative, and Simon has co-authored numerous essays driving forward our understanding of this important topic. In this way, he has helped to introduce ideas such as automated framing of products and processes, issues of authenticity and the notion of the machine condition, i.e., what the lived experience of a machine is, and how this could be expressed by that machine through creative production. He is particularly interested in supervising students in project where we apply generative technologies to applications in videogame design, visual art, software engineering, music and text generation. One particular current interest is stretching the boundaries of both what can be achieved by, and our understanding of, generation deep learning methods such as generative adversarial networks (GANs) and auto encoders. Another current interest is the design of casual creators, which are creativity support tools where the focus is on users having fun, rather than on efficient, professional production of artefacts. He is currently developing a casual creator for visual art called Art Done Quick for public release, which employs evolutionary and deep learning techniques to deliver a fun-first experience while users make decorative art pieces. Any project involving generative technologies is of interest to Simon. Research Areas: Game AI Game Audio and Music Game Design Computational Creativity Player Experience Casual Creators Generative Deep Learning s.colton@qmul.ac.uk Email Mastodon https://ccg.doc.gold.ac.uk/ccg_old/simoncolton/cv/ Other links Website LinkedIn BlueSky Github Themes Accessibility Creative Computing Game AI Game Audio Player Research - Previous Next
- Compressing and Comparing the Generative Spaces of Procedural Content Generators
< Back Compressing and Comparing the Generative Spaces of Procedural Content Generators Link Author(s) O Withington, L Tokarchuk Abstract More info TBA Link
- Understanding ongoing mental states using video games: applications to mental health research. | iGGi PhD
Understanding ongoing mental states using video games: applications to mental health research. Theme Game Data Project proposed & supervised by Alex Wade To discuss whether this project could become your PhD proposal please email: alex.wade@york.ac.uk < Back Understanding ongoing mental states using video games: applications to mental health research. Project proposal abstract: A player’s behaviour in a game is directly linked to their personality and gives detailed information on their decision making processes, showing how they approach risks, socialisation and problem solving. Analysing these behaviours may also provide information about mental health disorders and indicate how these change over time. Neuroimaging methods (EEG/MEG/fMRI) can be used to examine the neural responses and patterns of ongoing neuronal activity that occur while players are engaged in a game. By linking these data to modern theories of neural economics we can explore and potentially improve aspects of a player's decision making, such as: attention span, focus, risk taking and delayed reward. This PhD will use a combination of neuroscience and advanced data analysis methods to examine the link between video game play and the brain. We will use a combination of cutting-edge data analytic techniques applied to large, existing video game telemetry datasets and neuroimaging experiments designed to measure changes in ongoing mental states while people play simple video games. The PhD would suit a student with good data analytics skills and some experience in neuroscience. Supervisor: Alex Wade Based at:
- iGGi Unconference Group Outcomes (List) | iGGi PhD
iGGi Unconference Group Outcomes (List) 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 Research Retreat "Unconference" Since Summer 2024, iGGi has been running a "Research Retreat" (aka "Unconference") at a secluded cottage village in Derbyshire. We gather 30 people made up of iGGi PGRs, Alumni, Staff and Industry Partners and ask: What are the nagging questions from your PhD research (or, for industry partners: in your work or from your pet project) where you could use new eyes and approaches? What are the most intriguing research questions in your area? What ideas has your research/work/hobby thrown up that you'd love to take a closer look at? What are the key research ideas and questions in other areas? The ideas to be explored emerge during the retreat: Everyone can propose an idea/topic/"problem", and participants then choose which small group they would like to join to explore further. To play with new ideas. Below you can find a selection of group outcomes from the 2025 iGGi Unconference iGGi Research Retreat "Unconference" August 2025 The Future of AI This group discussed what the "future of AI" might look like, how it will change us as a society and what possibilities it could create. Read More iGGi Research Retreat "Unconference" August 2025 Social Simulation Game on a Graph / Network This group started off with the idea of a cellular automaton and set off to investigat how such a simple structure could be rendered as a playable simulation of social dynamics. Read More iGGi Research Retreat "Unconference" August 2025 Generative AI, Abstraction and Epistemology This group tried to come up with the skeleton of a short presentation for technologists in the former CIS region about the topic. Read More iGGi Research Retreat "Unconference" August 2025 Trust and Freedom in Transformative Games This group discussed how games build or break trust and the factors involved in creating tustworthy games. Read More
- Automatic Game Tuning for Strategic Diversity
< Back Automatic Game Tuning for Strategic Diversity Link Author(s) Rory Davidson, Raluca Gaina, Rokas Volkovas, Carlos Gonzalez Diaz Abstract More info TBA Link






