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  • A compression method for spectral photon map rendering

    < Back A compression method for spectral photon map rendering Link Author(s) G Lai, NJ Christensen Abstract More info TBA Link

  • Dr Catherine Flick

    < Back Dr Catherine Flick iGGi Responsible Innovation Lead Supervisor Catherine Flick is a Reader in Computing and Social Responsibility at De Montfort University and has a particular interest in the ethics of emerging technologies (including video games). Her video game research is largely interdisciplinary and focused on the social and ethical impacts of and ethics in design of video games. Previous video game research and talk topics includes on Pokemon Go and mental health, design of moral decision making systems in Bioware games, the representation of chickens in video games, the philosophy of zombie games, desirability of lootboxes, serious games for the hearing impaired, etc. She regularly attends and speaks at PAX East, and has spoken on games and similarly weird things at various conferences and events internationally. She is also the responsible innovation lead for the IGGI programme, so has a particular interest in development of codes of ethics or ethical design principles for games, having worked on the updated ACM Code of Ethics and run EU funded projects that developed responsible innovation guidelines in the fields of healthcare IT, smart homes/smart health, cyber security, nanotechnology & biomedicine. She is particularly interested in students who are excited about the intersection of video games and society from a critical philosophical perspective, or from a social sciences perspective. Research themes: Ethical Game Design Games with a Purpose Player Experience Gamification Social/Ethical Impact of Games Diversity & Inclusion in Games Philosophy & Games Email catherine.flick@staffs.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Accessibility Applied Games Player Research - Previous Next

  • jozef-kulik

    < Back Dr Jozef Kulik University of York iGGi Alum Jozef’s first study has focused on developing a better understanding of the challenges and barriers to making accessible games. This identified a vast array of personal, organisational, and external factors which contribute to the difficulties that developers experience when seeking to make their games more accessible, and also identifies avenues which might be helpful. One key finding in this research was that one of the biggest challenges that developers experience relates to a lack of lived experience with disability, or knowledge of the player experience with disabilities. My most recent research is focused on how to effectively extract that knowledge from players with disabilities, then insert it into a large studio within the UK. This research takes a multi-pronged approach to assisting developers in making more accessible games. First by directly assisting a studio with knowledge about their games, second generating potentially transferable knowledge on accessibility issues and player experience for the rest of the industry, and exploring how research methods such as diary study methodology can be valuable in extracting data from natural play environments with people with disabilities. Email joe.kulik@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Prof. Paul Cairns Dr Jen Beeston Featured Publication(s): Understanding how we make accessible games: Perspectives from the games industry and players with disabilities A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio Grounded theory of accessible game development What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts Themes Accessibility Player Research - Previous Next

  • Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks

    < Back Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks Link Author(s) V Bonometti, MJ Ruiz, A Drachen, A Wade Abstract More info TBA Link

  • The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales

    < Back The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales Link Author(s) N Ballou, AJ Van Rooij Abstract More info TBA Link

  • Money laundering through video games, a criminals' playground

    < Back Money laundering through video games, a criminals' playground Link Author(s) D Cooke, A Marshall Abstract More info TBA Link

  • Theories, methodologies, and effects of affect-adaptive games: A systematic review

    < Back Theories, methodologies, and effects of affect-adaptive games: A systematic review Link Author(s) M Croissant, G Schofield, C McCall Abstract More info TBA Link

  • University of Applied Arts Vienna

    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 Applied Arts Vienna

  • Fluttermind LLC

    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. Fluttermind LLC

  • Laura Helsby

    < Back Dr Laura Helsby University of York iGGi Alum Laura Helsby is a HCI researcher with a background in psychology, currently examining how features of games might be beneficial to wellbeing and mood. She is particularly interested in how people with persistent low mood play and experience games, and what this might mean for their wellbeing. So far, she has conducted one interview study asking people with low mood what they play and why, and one diary study investigating the 'in the moment' effects and motivations for gaming. Future plans involve making more direct measures of the impact of particular games on wellbeing, as well as looking further into the FPS and simulation genres to unpack what about these games might make them appealing to people with persistent low mood. Laura has achieved an MSc in Foundations in Clinical Psychology from Newcastle University and a BSc in Psychology from the University of York. In her spare time, Laura enjoys denying she is a computer scientist at all. Her hobbies include reviewing books professionally, board game nights and of course, playing video games. Email laura.helsby@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Prof. Paul Cairns Dr Jo Iacovides Featured Publication(s): Exploring the player experience of people with persistent low mood "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns Themes Applied Games Player Research - Previous Next

  • How virtual and mechanical coupling impact bimanual tracking

    < Back How virtual and mechanical coupling impact bimanual tracking Link Author(s) N Pena-Perez, J Eden, E Ivanova, I Farkhatdinov, E Burdet Abstract More info TBA Link

  • Final Fantasy VII Remake Music Redesign for Evolved Expectations Across Console Generations

    < Back Final Fantasy VII Remake Music Redesign for Evolved Expectations Across Console Generations Link Author(s) K Worrall Abstract More info TBA Link

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