FDG 2011: Bordeaux, France
Marc Cavazza, Katherine Isbister, Charles Rich (Eds.): Foundations of Digital Games, FDG'11, Bordeaux, France, June 28 - July 1, 2011. ACM 2011 ISBN 978-1-4503-0804-5
Alexander Ivan Games, Luke Kane: Exploring adolescent's STEM learning through scaffolded game design. 1-8
Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lü, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players: Analysis of social gameplay macros in the Foldit cookbook. 9-14
Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon Ingram, Ana Paiva, Georgios N. Yannakakis: A computational approach towards conflict resolution for serious games. 15-22
Tim Marsh, Chuang Xuejin, Li Zhiqiang Nickole, Scot Osterweil, Eric Klopfer, Jason Haas: Fun and learning: the power of narrative. 23-29
Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic: On the harmfulness of secondary game objectives. 30-37
Juha-Matti Vanhatupa: Guidelines for personalizing the player experience in computer role-playing games. 46-52
Robert J. Hall: A point-and-shoot weapon design for outdoor multi-player smartphone games. 53-60
Alessandro Canossa, Anders Drachen, Janus Rau Møller Sørensen: Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration. 61-68
Yun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic: Feature-based projections for effective playtrace analysis. 69-76

Brent E. Harrison, David L. Roberts: Using sequential observations to model and predict player behavior. 91-98
David Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro A. González-Calero: Explicit domain modelling in video games. 99-106
Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis: Modelling virtual camera behaviour through player gaze. 107-114
Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas: Proceduralist readings: how to find meaning in games with graphical logics. 115-122
Paul Martin: A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent. 123-130
Clara Fernández-Vara: From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games. 131-138
Acey Kreisler Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes: BeadLoom Game: adding competitive, user generated, and social features to increase motivation. 139-146
Tony Morelli, Eelke Folmer: Real-time sensory substitution to enable players who are blind to play video games using whole body gestures. 147-153


Diane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee: A new look at World of Warcraft's social landscape. 174-179
Thomas Debeauvais, Bonnie A. Nardi, Diane J. Schiano, Nicolas Ducheneaut, Nicholas Yee: If you build it they might stay: retention mechanisms in World of Warcraft. 180-187
Mia Consalvo: Using your friends: social mechanics in social games. 188-195
Tim Robert Merritt, Kevin McGee, Teong Leong Chuah, Christopher Ong: Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment. 196-203
Jichen Zhu, Santiago Ontañón, Brad Lewter: Representing game characters' inner worlds through narrative perspectives. 204-210
Nick Montfort: Curveship's automatic narrative style. 211-218
Henrik Hautop Lund, Luigi Pagliarini: An educational tool for creating distributed physical games. 219-226
Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin: Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics. 227-234
Chris Topher Maraffi: Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation. 235-237
Allan Fowler, Brian Cusack: Kodu game lab: improving the motivation for learning programming concepts. 238-240
Johannes Breuer: (In)formative play: the effects of digital games on creativity and problem-solving skills. 241-243
Kathrin Maria Gerling: Human factors in entertainment computing: designing for diversity. 244-246
Stephen G. Ware: A computational model of narrative conflict. 247-249
Rogelio Cardona-Rivera: Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative. 250-252
Brandon Robert Tearse: Minstrel remixed: a reconstruction and exploration. 253-255
Dhanyu Amarasinghe, Ian Parberry: Towards fast, believable real-time rendering of burning objects in video games. 256-258
Mike Dominguez, R. Michael Young, Stephen Roller: Automatic identification and generation of highlight cinematics for 3D games. 259-261
Christopher A. Paul: Don't play me: EVE Online, new players and rhetoric. 262-264
Salman Cheema, Joseph J. LaViola Jr.: Wizard of Wii: toward understanding player experience in first person games with 3D gestures. 265-267


Andrew Peter Macvean, Mark O. Riedl: An enjoyment metric for the evaluation of alternate reality games. 277-279
J. Adam Noah, Atsumichi Tachibana, Shaw Bronner: Multi-core processing within the frontal lobe. 280-282
Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway: On creating a native real-time-strategy game user interface for multi-touch devices. 283-285
Dominic Gurto, Malcolm Ryan, Alan Blair: Crafty dynamic vendor pricing in computer role-playing games. 286-288
Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo: Beachcomber: a game for the visually impaired. 289-292
Anders Drachen, Kevin Bauer, Robert W. D. Veitch: Only the good... get pirated: game piracy activity vs. metacritic score. 292-294
Lilian Weng, Rossano Schifanella, Filippo Menczer: The chain model for social tagging game design. 295-297
Colm Sloan, John D. Kelleher, Brian Mac Namee: Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents. 298-300
Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan: An inclusive view of player modeling. 301-303
Jeremiah J. Shepherd, Renaldo J. Doe, Matthew Arnold, Yun Zhu, Jijun Tang: A different approach to teaching Chinese through serious games. 304-306
Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn A. Walker, Noah Wardrip-Fruin: SpyFeet: an exercise RPG. 310-312
Byung-Chull Bae, Yun-Gyung Cheong, R. Michael Young: Toward a computational model of focalization in narrative. 313-315
Joshua McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin: Prom Week: social physics as gameplay. 319-321
Jeremy Laviole, Martin Hachet, Christophe Schlick: Tabletop games using real environment and physical simulation. 322-324
Fabien Lotte: Brain-computer interfaces for 3D games: hype or hope? 325-327
Katherine Isbister, Rahul Rao, Ulf Schwekendiek, Elizabeth O. Hayward, Jessamyn Lidasan: Is more movement better?: a controlled comparison of movement-based games. 331-333



