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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
2011Only the good... get pirated: game piracy activity vs. metacritic score.Anders Drachen, Kevin Bauer, Robert W. D. Veitch
2011Level design as model transformation: a strategy for automated content generation.Joris Dormans
2011A prototype quest generator based on a structural analysis of quests from four MMORPGs.Jonathon Doran, Ian Parberry
2011Automatic identification and generation of highlight cinematics for 3D games.Mike Dominguez, R. Michael Young, Stephen Roller
2011Descriptions: a viable choice for video game authors.Neesha Desai, Duane Szafron
2011If you build it they might stay: retention mechanisms in World of Warcraft.Thomas Debeauvais, Bonnie A. Nardi, Diane J. Schiano, Nicolas Ducheneaut, Nicholas Yee
2011SpeedRock: procedural rocks through grammars and evolution.Isaac M. Dart, Gabriele De Rossi, Julian Togelius
2011On creating a native real-time-strategy game user interface for multi-touch devices.Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway
2011Analysis of social gameplay macros in the Foldit cookbook.Seth Cooper, Firas Khatib, Ilya Makedon, Hao L, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players
2011Using your friends: social mechanics in social games.Mia Consalvo
2011Beachcomber: a game for the visually impaired.Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo
2011A computational approach towards conflict resolution for serious games.Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon Ingram, Ana Paiva, Georgios N. Yannakakis
2011Wizard of Wii: toward understanding player experience in first person games with 3D gestures.Salman Cheema, Joseph J. LaViola Jr.
2011Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative.Rogelio Cardona-Rivera
2011Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration.Alessandro Canossa, Anders Drachen, Janus Rau Mller Srensen
2011(In)formative play: the effects of digital games on creativity and problem-solving skills.Johannes Breuer
2011BeadLoom Game: adding competitive, user generated, and social features to increase motivation.Acey Kreisler Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes
2011Lessons in user interface design in the procedural city generation for games tool rban PAD.Lionel Barret, Claudia Vance, G. Michael Youngblood
2011Toward a computational model of focalization in narrative.Byung-Chull Bae, Yun-Gyung Cheong, Robert Michael Young
2011Measuring cooperative gameplay pacing in World of Warcraft.Martin Ashton, Clark Verbrugge
2011On the harmfulness of secondary game objectives.Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic
2011Towards fast, believable real-time rendering of burning objects in video games.Dhanyu Amarasinghe, Ian Parberry
2011Two methods for voxel detail enhancement.Adam M. Smith
2010Implementing games on pinball machines.Daniel Wong, Darren Earl, Fred Zyda, Ryan Zink, Sven Koenig, Allen Pan, Selby Shlosberg, Jaspreet Singh, Nathan R. Sturtevant
2010Toward proccedural decorative ornamentation in games.Jim Whitehead
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Comparable venues

Other A*/A conferences filed under the same field of research.