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International Conference on the Foundations of Digital Games

FDG

C

CORE rank

CORE rank (raw)

C

Fields of research

Graphics, Augmented Reality and Games · Human-Centred Computing

Papers indexed

1,429

2008–2026

Papers per year

2008123 peak2026

FDG papers

1,429 records sourced from DBLP. Search titles, filter by year, sort by recency.

YearTitleAuthors
2017The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community.Emma Anderson, Justice T. Walker, Yasmin B. Kafai, Debora Lui
2017Difficulty influence on motivation over time in video games using survival analysis.Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stphane Natkin
2017Deriving quests from open world mechanics.Ryan Alexander, Chris Martens
2017On using graph partitioning with isomorphism constraint in procedural content generation.Ahmed M. Abuzuraiq
2015Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis.Alexander Zook, Brent Harrison, Mark O. Riedl
2015A Pattern-Based Bayesian Network for the Game of Nine Men's Morris.Dana Vrajitoru
2015The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine Involvement.Kathleen Tuite, Ira Kemelmacher
2015PointCraft: Harnessing Players' FPS Skills to Interactively Trace Point Clouds in 3D.Kathleen Tuite, Rahul Banerjee, Noah Snavely, Jovan Popovic, Zoran Popovic
2015Procedurally Generated History: building a game ecosystem through autoplay.Gabriele Trovato, Soren Johnson, Pieter Spronck
2015AI-based Game Design Patterns.Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith
2015Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves.Mircea Traichioiu, Sander Bakkes, Diederik M. Roijers
2015Bug-fixing Game-like Syllabi: Evaluating Common Issues and Iterating New Pedagogical Mechanics.Christopher Totten, Josh McCoy, Lindsay Grace, Sarah Aristil
2015Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games.Tommy Thompson, Becky Lavender
2015"With Fate Guiding My Every Move": The Challenge of Spelunky.Tommy Thompson
2015Supporting Computational Algorithmic Thinking (SCAT): Understanding the Development of Computational Algorithmic Thinking Capabilities in African-American Middle-School Girls Through Game Design.Jakita Owensby Thomas
2015Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test.Joshua Taylor, Ian Parberry, Thomas D. Parsons
2015Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers.Theresa Jean Tanenbaum, Karen Tanenbaum
2015Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play.Theresa Jean Tanenbaum, Karen Tanenbaum
2015The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games.Adam Summerville, Morteza Behrooz, Michael Mateas, Arnav Jhala
2015Investigating behavior change indicators and cognitive measures in persuasive health games.Shree Subramanian, Sean Hallinan, Magy Seif El-Nasr, Mariya Shiyko, Carmen Sceppa
2015Cropland Capture - A Game for Improving Global Cropland Maps.Tobias Sturn, Steffen Fritz, Michael Wimmer
2015Top Versus Bottom: Game Evaluation from an Expert or Player Perspective.Bjrn Strt, Harko Verhagen
2015Semantic Descriptions for Logical Content Generation.Thomas Smith, Julian A. Padget
2015An Analog History of Procedural Content Generation.Gillian Smith
2015Participatory Republics: Play and the Political.Miguel Sicart
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Comparable venues

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