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- 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:
- The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of …
< Back The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of … Link Author(s) D Zendle, R Meyer, N Ballou Abstract More info TBA Link
- Realtime control of sequence generation with character based Long Short Term Memory Recurrent Neural Networks
< Back Realtime control of sequence generation with character based Long Short Term Memory Recurrent Neural Networks Link Author(s) M Akten Abstract More info TBA Link
- "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews
< Back "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews Link Author(s) L Winter, L Helsby, D Zendle Abstract More info TBA Link
- An ecosystem framework for the meta in esport games
< Back An ecosystem framework for the meta in esport games Link Author(s) S Thaicharoen, J Gow, A Drachen Abstract More info TBA Link
- Game Republic
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. Game Republic
- Growing 3d artefacts and functional machines with neural cellular automata
< Back Growing 3d artefacts and functional machines with neural cellular automata Link Author(s) S Sudhakaran, D Grbic, S Li, A Katona, E Najarro, C Glanois, S Risi Abstract More info TBA Link
- University of California, Irvine
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. University of California, Irvine
- Automatic Evaluation of Tabletop Games | iGGi PhD
Automatic Evaluation of Tabletop Games Theme Game AI Project proposed & supervised by Diego Pérez-Liébana To discuss whether this project could become your PhD proposal please email: diego.perez@qmul.ac.uk < Back Automatic Evaluation of Tabletop Games Project proposal abstract: Modern Tabletop games are complex environments that combine multiple components: cards, tokens, boards, mechanics and rules. The amount, type and parameter values for each of these components affect the playability and balance of the game, influencing how the game is perceived by players and what strategies are better to win. This project proposal aims to research and develop methods to accurately evaluate the impact of each of these components in different aspects of gameplay, such as dominant strategies and game balance. In particular, the focus is set in large and complex games where it is computationally unaffordable to evaluate old or new content by playing the full game. The outcome of this project can lead not only to advance the state of the art in automatic evaluation techniques for existing games, but also to evaluate the impact of new components or mechanics in a game in development. Supervisor: Diego Pérez-Liébana Based at:
- Clinicians Risk Becoming "Liability Sinks" for Artificial Intelligence
< Back Clinicians Risk Becoming "Liability Sinks" for Artificial Intelligence Link Author(s) T Lawton, P Morgan, Z Porter, S Hickey, A Cunningham, N Hughes, ... Abstract More info TBA Link
- Learning dynamic graffiti strokes with a compliant robot
< Back Learning dynamic graffiti strokes with a compliant robot Link Author(s) D Berio, S Calinon, FF Leymarie Abstract More info TBA Link
- How do video games affect mental health? A narrative review of 13 proposed mechanisms
< Back How do video games affect mental health? A narrative review of 13 proposed mechanisms Link Author(s) N Ballou, T Hakman, M Vuorre, K Magnusson, AK Przybylski Abstract More info TBA Link





