Dark patterns in the design of games

JP Zagal, S Björk, C Lewis - Foundations of Digital Games 2013, 2013 - diva-portal.org
Game designers are typically regarded as advocates for players. However, a game creator's
interests may not align with the players'. We examine some of the ways in which those …

Languages of games and play: A systematic mapping study

R Van Rozen - ACM Computing Surveys (CSUR), 2020 - dl.acm.org
Digital games are a powerful means for creating enticing, beautiful, educational, and often
highly addictive interactive experiences that impact the lives of billions of players worldwide …

Tanagra: Reactive planning and constraint solving for mixed-initiative level design

G Smith, J Whitehead, M Mateas - IEEE Transactions on …, 2011 - ieeexplore.ieee.org
Tanagra is a mixed-initiative tool for level design, allowing a human and a computer to work
together to produce a level for a 2-D platformer. An underlying, reactive level generator …

Emotion in Games. 4

GN Yannakakis, A Paiva - 2016 - books.google.com
Emotion has been investigated from various perspectives and across several domains
within human-computer interaction (HCI) including intelligent tutoring systems, interactive …

Mixed-initiative procedural generation of dungeons using game design patterns

A Baldwin, S Dahlskog, JM Font… - 2017 IEEE conference …, 2017 - ieeexplore.ieee.org
Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process
of designing game levels. Mixed-initiative level generation tools where a designer and an …

Launchpad: A rhythm-based level generator for 2-d platformers

G Smith, J Whitehead, M Mateas… - … intelligence and AI …, 2010 - ieeexplore.ieee.org
Launchpad is an autonomous level generator that is based on a formal model of 2-D
platformer level design. Levels are built out of small segments called “rhythm groups,” which …

Generating missions and spaces for adaptable play experiences

J Dormans, S Bakkes - … on Computational Intelligence and AI in …, 2011 - ieeexplore.ieee.org
This paper investigates strategies to generate levels for action-adventure games. For this
genre, level design is more critical than for rule-driven genres such as simulation or rogue …

Towards a generic method of evaluating game levels

A Liapis, G Yannakakis, J Togelius - … of the AAAI Conference on Artificial …, 2013 - ojs.aaai.org
This paper addresses the problem of evaluating the quality of game levels across different
games and even genres, which is of key importance for making procedural content …

Understanding procedural content generation: a design-centric analysis of the role of PCG in games

G Smith - Proceedings of the SIGCHI Conference on Human …, 2014 - dl.acm.org
Games that use procedural content generation (PCG) do so in a wide variety of ways and for
different reasons. One of the most common reasons cited by PCG system creators and game …

A comparative evaluation of procedural level generators in the mario ai framework

B Horn, S Dahlskog, N Shaker, G Smith… - Foundations of Digital …, 2014 - diva-portal.org
Evaluation is an open problem in procedural content generation research. The field is now
in a state where there is a glut of content generators, each serving different purposes and …