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  • An Exploratory Analysis of Student Experiences with Peer Evaluation in Group Game Development Projects

    < Back An Exploratory Analysis of Student Experiences with Peer Evaluation in Group Game Development Projects Link ​ Author(s) A Mitchell, M Scott, J Walton-Rivers, M Watkins, W New, D Brown Abstract ​ More info TBA ​ Link

  • Controlling co-incidental non-player characters

    < Back Controlling co-incidental non-player characters Link ​ Author(s) J Walton-Rivers Abstract ​ More info TBA ​ Link

  • On the Behavioural Profiling of Gamblers Using Cryptocurrency Transaction Data

    < Back On the Behavioural Profiling of Gamblers Using Cryptocurrency Transaction Data Link ​ Author(s) OJ Scholten Abstract ​ More info TBA ​ Link

  • Monte carlo tree search applied to co-operative problems

    < Back Monte carlo tree search applied to co-operative problems Link ​ Author(s) PR Williams, J Walton-Rivers, D Perez-Liebana, SM Lucas Abstract ​ More info TBA ​ Link

  • Realistic and textured terrain generation using GANs

    < Back Realistic and textured terrain generation using GANs Link ​ Author(s) Ryan Spick, James Walker Abstract ​ More info TBA ​ Link

  • Prof Sebastian Deterding

    < Back ​ Prof. Sebastian Deterding ​ iGGi Responsible Innovation Lead Supervisor ​ ​ Sebastian Deterding is a designer-researcher working on playful, gameful, motivational, and eudaimonic design. His work asks how we might re-design the socio-technical rule systems we live in to enable a good life for all. He is founder of the Gamification Research Network, and co-editor of The Gameful World (MIT Press, 2015). An internationally recognised leader of gamification research, he is frequently invited to keynote and speak at venues like Lift, Interaction, GDC, Games Learning Society, Google, IDEO, and MIT, and his work has been covered by The Guardian, The New Scientist, the Los Angeles Times, arte, and EDGE Magazine among others. As a senior research fellow at the Digital Creativity Labs, Sebastian works on the intersection of AI, machine learning, and design for augmented creativity: how can we create systems that learn to automatically adapt and serve optimally engaging content to users, and serve optimally supportive design suggestions and tutorials to creators? He is particularly interested in supervising students with a design, HCI, or behavioural sciences background on the following topics: understanding and designing for uncertainty, curiosity, and epistemic emotions in games applied games for decarbonisation and climate adaptation design for behaviour change Self-determination theory and games Research themes: Game Design Games with a Purpose Computational Creativity Player Experience Gamification ​ sebastian.deterding@york.ac.uk Email Mastodon https://codingconduct.cc Other links Website LinkedIn https://twitter.com/dingstweets Twitter Github ​ ​ Themes Applied Games Creative Computing Design & Development Player Research - Previous Next

  • Rory Davidson

    < Back ​ Rory Davidson University of York ​ iGGi PG Researcher ​ Available for placement Learning and Strategy Acquisition in Digital Games Given the success and impact of games and the gaming industry, it is unsurprising that it has become the centre of a significant body of academic research and other literature. However, while the cognitive effects of gameplay have been extensively studied, this has typically been done from a “black-box” perspective – that is, looking at the effects of gameplay as a whole upon some other task or metric, such as ability to strategize or proclivity to violence – leaving the inner mechanisms of cognition during gameplay much less understood. In particular, while the idea of learning from games is an area of continued interest in educational psychology, very little literature exists on the subject of how learning in games actually occurs on a cognitive level. This study aims to fill this knowledge gap by examining the ways in which player learning and strategy acquisition occur within games. This examination will have two main hierarchical goals. In the first phase, the study will use experimental methods inspired by analysis of learning methods used in games as well as literature review of more general theories of learning and cognition, such as the dual-process account or the CLARION model, in order to form a model better specialized for the field of digital gaming. In the second phase, it will analyse how such a theory may be put to practical use to inform the design of games and game-like experiences. These two phases can be summed up in the following main research questions: Phase 1: How can strategy acquisition in digital games most effectively be explained as a cognitive process? Phase 2: How can this understanding be put into practice in the development of games with specific desirable characteristics? By linking a more complete understanding of cognition and learning during games with measurable or observable gameplay characteristics, this study will further research on gameplay experience, such as that on immersion. The first phase of research additionally has relevance to the field of AI, in which human responses to difficult and complex problems such as digital games may be mimicked or otherwise used to inform the design of new techniques, as well as to gamification, which attempts to elicit such responses in non-game contexts. ​ rd553@york.ac.uk Email Mastodon Other links Website LinkedIn Twitter Github Supervisor: Prof. Paul Cairns Featured Publication(s): Automatic Game Tuning for Strategic Diversity Themes Applied Games Design & Development Player Research - Previous Next

  • Lauren Winter

    < Back ​ Lauren Winter University of York ​ iGGi PG Researcher ​ ​ Lauren was introduced to gaming from an early age when they received a PlayStation One as a gift. From there, video games became a huge part of their life, exploring new worlds through the eyes of a vast array of characters. Following their undergraduate degree in Psychology with Sociology, they completed their MSc in Psychology Research Methods at the University of Nottingham. A fascination with looking for trends in data and creating complex spreadsheets in Excel led them to a job analysing student information in a school, where they also ran four Esports teams competing across three games. Their research interests primarily focus on player research in team-based PVP games and looking at players’ awareness of each other in these environments. A description of Lauren's research: Lauren’s project will investigate the interaction between competitive and cooperative play, such as is found in team-based PVP environments. Simultaneous combinations of competitive and cooperative play are found in many high grossing games, such as Call of Duty and League of Legends. These games provide environments for players to play with and against teams of both friends and strangers, and elicit social presence, a term used to indicate the awareness of others in the digital environment. Lauren’s research will focus on two types of social presence: cooperative presence and competitive presence. Despite the popularity of these games, little is known about the juncture between the two and the effects they have on player experience, or what game design factors can be used to manipulate them. Lauren’s work will focus on identifying non-gameplay design factors that influence cooperative and competitive presence. Through the development of a bespoke game, created in Unity, Lauren will investigate how people work together and against each other. Does better cooperation lead to better competition and does better competition lead to better cooperation? ​ lauren.winter@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/lauren-winter-/ LinkedIn Twitter Github Supervisor: Prof. Paul Cairns Featured Publication(s): Better Dead than a Damsel: Gender Representation and Player Churn Themes Design & Development Player Research - Previous Next

  • Using a Team of General AI Algorithms to Assist Game Design and Testing

    < Back Using a Team of General AI Algorithms to Assist Game Design and Testing Link ​ Author(s) C Guerrero-Romero, SM Lucas, D Perez-Liebana Abstract ​ More info TBA ​ Link

  • European Strategy on AI: Are we truly fostering social good?

    < Back European Strategy on AI: Are we truly fostering social good? Link ​ Author(s) F Foffano, T Scantamburlo, A Cortés, C Bissolo Abstract ​ More info TBA ​ Link

  • Streaming behaviour: Live streaming as a paradigm for multi-view analysis of emotional and social signals

    < Back Streaming behaviour: Live streaming as a paradigm for multi-view analysis of emotional and social signals Link ​ Author(s) M Nicolaou, C Ringer Abstract ​ More info TBA ​ Link

  • Redundancy Resolution in Trimanual vs. Bimanual Tracking Tasks

    < Back Redundancy Resolution in Trimanual vs. Bimanual Tracking Tasks Link ​ Author(s) A Sanmartín-Senent, N Peña-Perez, E Burdet, J Eden Abstract ​ More info TBA ​ Link

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