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  • How do loot boxes make money? An analysis of a very large dataset of real Chinese CSGO loot box openings

    < Back How do loot boxes make money? An analysis of a very large dataset of real Chinese CSGO loot box openings Link Author(s) D Zendle, E Petrovskaya, H Wardle Abstract More info TBA Link

  • Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality

    < Back Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality Link Author(s) J Ratcliffe, N Ballou, L Tokarchuk Abstract More info TBA Link

  • Decentralised Gambling: The York Combined Transaction Set

    < Back Decentralised Gambling: The York Combined Transaction Set Link Author(s) OJ Scholten, D Zendle, JA Walker Abstract More info TBA Link

  • Maximilian Croissant

    < Back Dr Maximilian Croissant University of York iGGi Alum I’m a psychology researcher, writer and game designer, exploring our emotional connection with games and creating games with purpose. Coming from a B.Sc. and M.Sc. in psychology and neuroscience, I’m now at the intersection of emotion research, design, and human-computer interaction and try to build design-oriented solutions for adapting game content to affective data. My project will include theoretical groundwork, investigating the emotional relationship between player and games and from there build an affective fear-focused VR horror game with specific and practical solutions in terms of emotion measurement, modelling, and adaptation. The ultimate goal is to help fill knowledge gaps that currently hold us back on making commercially viable affective games and provide tools to design games for a deep emotional impact. I’m also the Co-Founder of Vanilla Noir, a small studio working on applied games that aim to promote well-being and satisfying user experiences. For me, games are a great tool to explore psychological phenomena through interactions and the design and development of games based on applied psychology has great potential to help make the world a bit of a better place. Email mc2230@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor(s) Dr Cade McCall Featured Publication(s): Tired and Wired: Sleep Deprivation Prevents Affective Renormalisation During Exposure to Ambiguous Threat Advancing Methodological Approaches in Affect-Adaptive Video Game Design: Empirical Validation of Emotion-Driven Gameplay Modification Using Virtual Reality to Investigate the Influence of Sleep Deprivation on In-the-Moment Arousal During Exposure to Prolonged Threats Affective Systems: Progressing Emotional Human-Computer Interactivity with Adaptive and Intelligent Game Systems An appraisal-based chain-of-emotion architecture for affective language model game agents Emotion Design for Video Games: A Framework for Affective Interactivity Theories, methodologies, and effects of affect-adaptive games: A systematic review A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic Endocannabinoid concentrations in hair and mental health of unaccompanied refugee minors Progress in Adaptive Web Surveys: Comparing Three Standard Strategies and Selecting the Best Odd and disorganized–comparing the factor structure of the three major schizotypy inventories Themes Design & Development Player Research - Previous Next

  • A Vocabulary of Board Game Dynamics

    < Back A Vocabulary of Board Game Dynamics Link Author(s) J Kritz, G Xexéo Abstract More info TBA Link

  • CueTip: An Interactive and Explainable Physics-aware Pool Assistant

    < Back CueTip: An Interactive and Explainable Physics-aware Pool Assistant Link Author(s) S Memery, K Denamganaï, J Zhang, Z Tu, Y Guo, K Subr Abstract More info TBA Link

  • The Dark Side of Game Jams

    < Back The Dark Side of Game Jams Link Author(s) N Wearn, G Lai Abstract More info TBA Link

  • Charline Foch

    < Back Dr Charline Foch University of York iGGi Alum Charline first came to the UK in 2011 to study English and Film Studies at King’s College London, before going on to a MSc in Film, Exhibition and Curation at the University of Edinburgh. By chance, accident or fate, she stumbled into the games industry, working in an independent game studio in Berlin, where she touched upon customer support, community management, content writing and QA for a new MMORPG. This experience gave her the push to start a PhD in video games. In her spare time, she is an avid film viewer, volleyball player, and amateur artist. Charline’s research focuses on how people conceptualise failure, with an emphasis on its perceived positive, desirable effects on player experience. Throughout her PhD, she has conducted research among video games players to gain a better understanding of what they perceive as the purpose and value of failure in the games they play; and conducted research among video games developers to gain a better understanding of what processes, obstacles, and ideas go into the design and implementation of failure in their games. With a focus on single-player, more narrative-driven games, she has used this research to design a cards-based design toolkit to support game designers in approaching the question of fail states and player experience in the early stages of the game development process, helping them reflect on the intersection between failure, game mechanics, storytelling, and player experience when working on their games. Aside from her PhD, Charline has also worked with the Digital Creativity Labs on the PlayOn! project, a European project gathering 9 theatres across Europe working on immersive technologies (VR, AR, apps for audience participation...) and theatre productions. During her time at PlayOn!, she has worked on the connections between the games industry and the performance arts, investigating how technology, game design principles, and theatre can work together, and what barriers practitioners face when attempting to reconcile all sides in a single production through experimentation and collaboration. Email charline.foch@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Dr Ben Kirman Featured Publication(s): “The game doesn't judge you”: game designers’ perspectives on implementing failure in video games “Slow down and look”: Desirable aspects of failure in video games, from the perspective of players. Themes Design & Development Player Research - Previous Next

  • 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 Email s.colton@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Accessibility Creative Computing Game AI Game Audio Player Research - Previous Next

  • Prof Greg Slabaugh

    < Back Prof. Greg Slabaugh Queen Mary University of London Supervisor Gregory G. Slabaugh is Professor of Computer Vision and AI and Director of the Digital Environment Research Institute (DERI) at Queen Mary University of London. He is also a Turing Fellow at the Alan Turing Institute. His research work spans computer vision and computer graphics including geometric modelling and image/video-based understanding. He is interested in deep learning approaches including generative techniques like normalizing flow an generative adversarial networks. He previously worked in the games industry as a 3D graphics programmer and his PhD thesis focussed on how to model 3D objects from a collection of images. He is interested in how to create engaging content and interaction from images as well as procedural methods to reduce the effort of 3D modelling. Email g.slabaugh@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Creative Computing Immersive Technology - Previous Next

  • Exploring the Possibility Space of 1 Billion Spells

    < Back Exploring the Possibility Space of 1 Billion Spells Link Author(s) O Withington Abstract More info TBA Link

  • Prof Nick Pears

    < Back Prof. Nick Pears University of York Supervisor Nick Pears is a Professor of Computer Vision in York’s Vision, Graphics and Learning (VGL) research group. He works on statistical modelling of 3D shapes, with an emphasis on the human face and head. The Liverpool-York Head Model and the associated Headspace training set has been downloaded by over 100 research groups internationally, with the Universal Head Model being downloaded by 50 research groups. His most recent work with his PhD students has focused on semantic disentanglement of 3D images and how to make autonomous vehicles safer and more trustworthy when using computer vision systems. He is assessor for many PhDs including construction of generative models for novel video content using adversarial deep learning techniques. Email nick.pears@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Creative Computing Game AI - Previous Next

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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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