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  • Charline Foch

    < Back ​ Charline Foch University of York ​ iGGi PG Researcher ​ Available for post-PhD position 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. ​ charline.foch@york.ac.uk Email https://mastodon.gamedev.place/@chafoch Mastodon https://charlinefoch.carrd.co Other links Website https://www.linkedin.com/in/charline-foch-97196663 LinkedIn https://www.twitter.com/ChaFoch Twitter Github 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

  • What's in a name? Ages and names predict the valence of social interactions in a massive online game

    < Back What's in a name? Ages and names predict the valence of social interactions in a massive online game Link ​ Author(s) AV Kokkinakis, J Lin, D Pavlas, AR Wade Abstract ​ More info TBA ​ Link

  • Ivan Bravi

    < Back ​ Dr Ivan Bravi Queen Mary University of London ​ iGGi Alum ​ ​ Ivan Bravi has obtained his B.Sc and M.Sc in Engineering of Computer Systems at the Politecnico di Milano, Italy. From January to July 2016 he was Visiting Scholar at the NYU’s Game Innovation Lab in New York, under the supervision of Prof. Julian Togelius. Since October 2017 he's an IGGI PhD student at Queen Mary University of London under the supervision of Simon Lucas. Ivan has published several workshop and conference papers in different venues such as IJCAI, Evostar, CIG, FDG, AAAI and CoG. Automatic playtesting of games can significantly streamline the process of designing, developing and releasing a game. It is also a possible application of Artificial General Intelligence (AGI): having a set of flexible algorithms that can play games regardless of their type decouples the two problems (playtesting and developing AGI algorithms) advancing both independently. When it comes to developing new AGI algorithms for game-playing a crucial characteristic is the ability of expressing different behaviours. Most of the research has focused on peak performance game-playing agents, this research project instead focuses on producing agents that are able to show different playing styles (behaviours) with no explicit domain information embedded in the algorithm. Behavioural expressivity arises from the parameterisable components of an algorithm. In classical Statistical Forward Planning (SFP) it is very straightforward to adjust these, e.g. how far ahead it's planning. A very important component of SFP algorithms is the heuristic function used to evaluate the quality of game states. Being able to define heuristics in a game-agnostic manner is a key element in maintaining the algorithms generally. ​ i.bravi@qmul.ac.uk Email Mastodon Other links Website LinkedIn https://twitter.com/ivanbravi Twitter https://github.com/ivanbravi Github Supervisor(s): Dr Diego Pérez-Liébana Prof. Simon Lucas Featured Publication(s): Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting Self-adaptive MCTS for General Video Game Playing Rinascimento: Playing Splendor-Like Games With Event-Value Functions Rinascimento: searching the behaviour space of Splendor Rinascimento: using event-value functions for playing Splendor Learning local forward models on unforgiving games Rinascimento: Optimising statistical forward planning agents for playing splendor A local approach to forward model learning: Results on the game of life game Game AI hyperparameter tuning in rinascimento Efficient evolutionary methods for game agent optimisation: Model-based is best Shallow decision-making analysis in general video game playing Evolving UCT alternatives for general video game playing Evolving game-specific UCB alternatives for general video game playing Themes Game AI Player Research - Previous Next

  • Game Data | iGGi PhD

    < Back Game Data How might we analyse the big data exhausts of games to support game developers and understand people inside and outside of games? Project areas include: Imitation Learning: Using game data from human players we can build AI opponents and team-mates to enhance multi-player games. Comparative Analysis of Games : By comparing data across different games, developers can understand key factors underlying game genres or mechanics, leading to more successful future game designs. Social Dynamics in Games : Studying data from multiplayer games can uncover fascinating insights about social dynamics and cooperation/competition among players. Game Economics : In games with virtual economies, tracking and analysing economic data can help maintain balanced economies, which is crucial for player satisfaction and the longevity of the game. << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Dr Nick Ballou iGGi Alum ​ Player Research, Game Data Read More Steph Carter iGGi PG Researcher Available for placement Applied Games, Design & Development, Player Research, Accessibility, Game Data Read More Dan Cooke iGGi PG Researcher Available for placement Esports, Game Data, Player Research Read More Dr Jeremy Gow Supervisor ​ Game AI, Creative Computing, Design & Development, Game Data Read More Prof. David Beer Supervisor ​ Player Research, Applied Games, Creative Computing, Game Data, Game AI Read More Dr Ignacio Castro Supervisor ​ Game AI, Applied Games, Player Research, Game Data Read More Prof. Anders Drachen Supervisor ​ Player Research, Design & Development, Game Data, Esports Read More Dr Miles Hansard Supervisor ​ Game AI, Immersive Technology, Design & Development, Game Data Read More Prof. Paul Cairns Supervisor ​ Applied Games, Player Research, Accessibility, Game Data Read More Dr Tom Collins Supervisor ​ Game AI, Game Audio, Game Data, Player Research, Esports Read More Dr Dan Franks Supervisor ​ Game AI, Game Data Read More Yu-Jhen Hsu iGGi PG Researcher ​ Game AI, Game Data Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents D Jeurissen, D Perez-Liebana, J Gow, D Cakmak, J Kwan arXiv preprint arXiv:2403.00690, 2024 Dominik Jeurissen View Details Can We Generate Realistic Hands Only Using Convolution? M Hosseini, P Hosseini arXiv preprint arXiv:2401.01951, 2024 Peyman Hosseini View Details Applying and Visualising Complex Models in Esport Broadcast Coverage A Pedrassoli Chitayat, F Block, JA Walker, A Drachen Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 2024 Alan Pedrassoli Chitayat View Details Money laundering through video games, a criminals' playground D Cooke, A Marshall Forensic Science International: Digital Investigation, Volume 50, 2024, 301802, ISSN 2666-2817 Dan Cooke View Details How Could They Win? An Exploration of Win Condition for Esports Narratives AP Chitayat, FO Block, JA Walker, A Drachen Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2024), 2024 Alan Pedrassoli Chitayat View Details Brain Drain Optimization (BRADO) Algorithm to Solve Multi-Objective Expert Team Formation Problem in Social Networks A Basiri, E Masehian, F Taghiyareh, P Hosseini ​ Peyman Hosseini View Details Load More iGGi Publications for this Theme Previous Next

  • Swords Narrative

    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. Swords Narrative

  • When Games Become Inaccessible: A Constructive Grounded Theory on Stuckness in Videogames

    < Back When Games Become Inaccessible: A Constructive Grounded Theory on Stuckness in Videogames Link ​ Author(s) F Foffano Abstract ​ More info TBA ​ Link

  • Emotional exploration and the eudaimonic gameplay experience: A grounded theory

    < Back Emotional exploration and the eudaimonic gameplay experience: A grounded theory Link ​ Author(s) T Cole, M Gillies Abstract ​ More info TBA ​ Link

  • Matthew Whitby

    < Back ​ Dr Matthew Whitby University of York ​ iGGi Alum ​ ​ Matthew Whitby is a games designer, and player experience academic investigating how games can shape how perspectives on a small or grand scale. In particular, his work considers how we can make the development of perspective challenging processes easier for game developers. Previously, Matthew has published his undergraduate dissertation within the Games Journal, which explored the creation and design of Games Installations. Games that make full use of their surrounding space, and in fact incorporate the real world with its digital counterpart. In addition, he’s worked with Motek Medical, a rehabilitation company based in Amsterdam, where he developed socially focused multiplayer applications. More recently, he attended CHI Play 2019 to present the foundational study of his PhD titled: “One of the Baddies All Along: Perspective Challenging Moments in Games”. He continues to develop this idea forward, while developing games (both digital and table-top) in his spare time. Matthew’s work hopes to answer; how games can challenge a player’s perspective, and if this is a phenomenon that can be intentionally designed for? ​ matt_whitby@hotmail.com Email Mastodon https://www.matt-whitby.com Other links Website https://www.linkedin.com/in/matthew-whitby-b324ab83 LinkedIn https://twitter.com/whitbywrites Twitter Github Supervisor(s): Prof. Sebastian Deterding Dr Jo Iacovides ​ Themes Design & Development Player Research - Previous Next

  • Videogame Correlates of Real Life Traits and Characteristics.

    < Back Videogame Correlates of Real Life Traits and Characteristics. Link ​ Author(s) AV Kokkinakis Abstract ​ More info TBA ​ Link

  • Playing with Dezgo: Adapting Human-AI Interaction to the Context of Play

    < Back Playing with Dezgo: Adapting Human-AI Interaction to the Context of Play Link ​ Author(s) J Villareale, G Cimolino, D Gomme Abstract ​ More info TBA ​ Link

  • Virtual Creature Morphology‐A Review

    < Back Virtual Creature Morphology‐A Review Link ​ Author(s) G Lai, FF Leymarie, W Latham, T Arita, R Suzuki Abstract ​ More info TBA ​ Link

  • Characteristics and motivations of players with disabilities in digital games

    < Back Characteristics and motivations of players with disabilities in digital games Link ​ Author(s) J Beeston, C Power, P Cairns, M Barlet Abstract ​ More info TBA ​ Link

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