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- Validity threats in quantitative data collection with games: A narrative survey
< Back Validity threats in quantitative data collection with games: A narrative survey Link Author(s) D Gundry, S Deterding Abstract More info TBA Link
- Screen Yorkshire
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. Screen Yorkshire
- Creative AI
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. Creative AI
- Defining the esports bettor: evidence from an online panel survey of emerging adults
< Back Defining the esports bettor: evidence from an online panel survey of emerging adults Link Author(s) H Wardle, E Petrovskaya, D Zendle Abstract More info TBA Link
- Luiza Gossian
< Back - Meet me @ Develop:Brighton 2026 - Luiza Gossian Queen Mary University of London iGGi PG Researcher Available for placement Luiza is a multidisciplinary researcher, game designer and developer interested in translating real world concepts into engaging game mechanics. She is passionate about creating games that can encourage an understanding of ourselves and the socially connected world we live in. Luiza is also an experienced painter, graphic designer and photographer and uses her visual skills and psychology background to prototype experimental game designs, design game documentation and craft atmospheric experiences. A description of Luiza's research: How can a subject as serious as genocide be successfully and respectfully translated into a casual game? Difficult subjects are often implemented with polar opposite approaches in games: either they are made to be highly emotional, socially conscious games that portray the gravity of a situation, yet are only played by those already informed and aware; or they are pure entertainment games that turn these subjects into wild amusement parks that appeal to broader gamer audiences yet do nothing to appropriately address the themes they glorify. Within this polarity there exists the potential to create games that tackle more serious subjects yet do so in a way that is more lighthearted and entertaining, and therefore more likely to reach the audiences who stand to gain the most. In her research, Luiza is exploring how to design games about genocide that break away from traditional approaches and embrace the ludic potential of games. Drawing on theories of intergroup and cultural psychology, as well as her own experiences, she is exploring how these difficult themes can be explored in engaging, effective and informative ways. Currently, she is developing a hypercasual game that abstracts the ten stages of genocide to be used as an educational primer, a Tetris-esq game that uses social media and government sources to present the realities of refugees fleeing their homes, and a cosy mystery-adventure game which enables players to uncover historical crimes in a far away land. Email l.gossian@outlook.com Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Prof. Sebastian Deterding Dr Anne Hsu Themes Applied Games Design & Development - Previous Next
- Foundation Models as World Models: A Foundational Study in Text-Based GridWorlds
< Back Foundation Models as World Models: A Foundational Study in Text-Based GridWorlds Link Author(s) R Sasso, M Conserva, D Jeurissen, P Rauber Abstract More info TBA Link
- The Onboarding Phase in a Game for Text Labelling: Comparing the Effect of Animated vs. Textual Onboarding on Player Experience and Accuracy
< Back The Onboarding Phase in a Game for Text Labelling: Comparing the Effect of Animated vs. Textual Onboarding on Player Experience and Accuracy Link Author(s) F Althani, C Madge, M Poesio Abstract More info TBA Link
- Clip-guided gan image generation: An artistic explorationClip-guided gan image generation: An artistic exploration
< Back Clip-guided gan image generation: An artistic explorationClip-guided gan image generation: An artistic exploration Link Author(s) A Smith, S Colton Abstract More info TBA Link
- Autohighlight: Highlight Detection in League of Legends Esports Broadcasts via Crowd-Sourced Data
< Back Autohighlight: Highlight Detection in League of Legends Esports Broadcasts via Crowd-Sourced Data Link Author(s) C Ringer, M Nicolaou, JA Walker 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 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
- "Hunt Takes Hare": Theming Games Through Game-Word Vector Translation
< Back "Hunt Takes Hare": Theming Games Through Game-Word Vector Translation Link Author(s) Y Rabii, M Cook Abstract More info TBA Link
- 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





