iGGi Talks: AI
Wed 11 Sep 11:45-12:45
Session chair: Alan Pedrassoli Chitayat
Dimitris Menexopoulos
>> The State of the Art in Procedural Audio
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Abstract: Procedural audio may be defined as real-time sound generation according to programmatic rules and live input. It is often considered a subset of sound synthesis and is especially applicable to nonlinear media, such as video games, virtual reality experiences and interactive audiovisual installations. However, there is resistance to widespread adoption of procedural audio because there is little awareness of the state of the art, including the diversity of sounds that may be generated, the controllability of procedural audio models, and the quality of the sounds that it produces.
The authors (Dimitris Menexopoulos, Pedro Pestana and Joshua Reiss) address all of these aspects in this review paper, while attempting a largescale categorization of sounds that have been approached through procedural audio techniques. The role of recent advancements in neural audio synthesis, its current implementations, and potential future applications in the field are also discussed.
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Prakriti Nayak
>> Modelling Player Behavior in Navigation-Based Games
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Abstract: With this talk, I will discuss my research on developing a model of player behaviour in navigation-based games. I aim to detect spatial navigation performance and uncertainty by using data from the Sea Hero Quest project, and fit and predict players' movement decisions in real-time by employing a Bayesian ideal observer model grounded in visual simultaneous localization and mapping. The model will use Markov Chain Monte Carlo techniques to represent uncertainty as a probability distribution over space, updating the player's belief based on new information.
This research involves analysing players' trajectories in game environments, and identifying visual, motor, and memory noise parameters to distinguish individual differences in spatial navigation. I will start with a tid-bit about Sea Hero Quest, and then discuss my current progress and future plans for this research. My research will potentially enhance the understanding of how players switch between navigation strategies, with potential applications in improving game design and player experience.
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Dominik Jeurissen
>> Playing Games with LLMs - Potential and Limitations
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Abstract: Recently, Large Language Models (LLMs) have been used to create promising zero-shot game-playing agents. These agents can play games without requiring pre-training and can be easily configured using only text. But how do they work? What are their strengths, and what do they struggle with?
In this talk, we will review how to implement zero-shot agents with LLMs and review examples of existing LLM-based game-playing agents. We will show that although these agents have many limitations, they possess immense potential.
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iGGi Talks: Game Design
Wed 11 Sep 13:45-14:45
Session chair: Nicole Levermore
Océane Lissillour & Alex Flint
>> The tyranny of metrics in video game development
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Abstract: Goodhart's Law claims that, "when a measure becomes a target, it ceases to be a good measure." To build upon this claim, this talk will be about the use of quantitative methods in video game research. It is inspired and will partly be based on the book The Tyranny of Metrics by Jerry Z. Muller that talks about the obsession with quantifying human performance.
Although Muller primarily focuses on examples from education, healthcare, business, and society, this talk will apply his theories to video game metrics (telemetry) used in research and development. It will highlight both the positive and negative aspects of using such metrics, addressing biases, usefulness, and alternative solutions. As Muller mentions, metrics can force us to game the system; this talk will decipher whether this phenomenon is also present in the world of video games.​
Steph Carter
>> "Sul Sul!" Designing fictional in-game languages that players will understand (sort of)
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Abstract: From the playful gibberish of Simlish to the rich linguistic tapestries of Dovahzul in Skyrim, the design of fictional languages can play a crucial role in world-building and storytelling. In this talk, we will discuss fictional languages in video games and common techniques for developing them.
This talk will explore notable examples of fictional languages in different game titles, examining their design goals and the extent to which they function as stand-alone languages or are perceived as such by players. Attendees will also gain insights into the strategies and methodologies for constructing their own fictional languages, tailored to enhance the narrative and immersive experience of their games.
Tania Dales
>> Manipulating the human body when designing monsters for video games
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Abstract: The premise for this talk stems from Masahiro Ito's description of his design of the Silent Hill monsters: “my basic idea in creating the monsters…was to give them a human aspect…the game player would believe they are human…I proceed to undermine this aspect by giving weird movement…and improbable angles for their bodies”.
During this talk, we shall unpack how the effective use of human physiology, behavior, and movement in the design process can assist in the development of monsters that create uncomfortable gaming experiences. The talk will begin with a brief introduction to horror games: covering popular and iconic titles, audio-visual design aspects specific to the genre, and player expectations and anticipations of the genre. We will then discuss the role of the monster in horror video games before moving into the discussion of how designers use the human body to create effective and monstrous creatures.
** Trigger Warning [from author] - this talk will feature images and discussion of horror monsters, gore, violence, and overall uncomfortable content. Please do not attend if you may be uncomfortable with seeing images from horror games, or human anatomy. **
iGGi Workshops & Panel
Thu 12 Sep 10:00-11:00
iGGi PANEL chaired by: Ross Fifield & Florence Smith Nicholls
>> Preserving Digital Play: Strategies and Challenges in Game Preservation
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Abstract: The panel titled "Preserving Digital Play: Strategies and Challenges in Game Preservation" aims to address the multifaceted challenges of preserving video games. As the gaming industry evolves rapidly, the importance of preserving not only hardware and software but also play experiences becomes increasingly critical. This panel will explore the roles of various stakeholders, including academia, industry, and archival institutions, in ensuring the longevity of digital games. Key topics will include the potential for new archival releases by industry players, standardisation of codebases for future emulation, and the feasibility of creating a reference library akin to the Bodleian Library for games. Our distinguished panellists, including Anonymous Author, Professor Richard Cole, Professor James Newman, Holly Neilson, Dr. Esther Wright and Giulia Carla Rossi will bring diverse perspectives from academia, journalism, and history to foster a comprehensive discussion. Through a mix of pre-specified questions and an open Q&A session, the panel aims to generate actionable insights and encourage collaborative efforts in game preservation.
Steph Carter & Océane Lissillour
>> Navigating Contexts of Gamification: User Perceptions and Autonomy in Gamified Apps
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Abstract: As gamification continues to influence various sectors, such as education, healthcare and corporate training, it becomes essential to explore how different contexts influence user perceptions of gamification elements. While personality, culture and expertise are known factors that can impact users’ perception of these elements, the role of context remains underexplored. Using the Organismic Integration Theory, a sub-theory of Self Determination Theory, we can understand how the feeling of autonomy shapes the user experience of using a gamified application. Using this theory, we aim to understand how the context of an activity influences perceived control and effectiveness of gamification elements.
In this co-design workshop attendees will design their own gamified applications and discuss the perception of gamification in different contexts. This workshop will be recorded for data collection purposes. This workshop seeks to provide insights that could eventually contribute to the development of more adaptive and user-centred gamified applications.
Karl Clarke
>> Step into the Virtual: An Introduction to Building SocialVR Worlds
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Abstract: With more of our world and social life moving online, there is a growing emphasis on virtual reality (VR) as a medium of socialisation and connection. VR is a technology that allows the user to transport themselves into a digital recreation of reality, using a VR headset or Head Mounted Display, user are able immerse themselves deeper into realities that are created completely within computers.
The boom in popularity during the COVID pandemic and the continued growth after, shows that there is a need for engaging environments that promote socialisation. In this workshop, the audience will get a chance to create their own world inside of Blender and Unity before transporting it over to VRChat where they can walk around and interact with various virtual objects. During the workshop they will use the same tools that have allowed a creator economy to thrive in SocialVR, hopefully garnering interest in learning further advanced skills in industry standard programs.
iGGi Talks: HCI
Thu 12 Sep 11:30-12:30
Session chair: Steph Carter
Alan Pedrassoli Chitayat
>> How Could They Win? Redefining Win Prediction for Esport Narratives
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Abstract: Within both the esport industry and the esport literature, Win Prediction has been a well understood topic, extensively implemented within the domain. This term, sometimes also called outcome prediction, refers to applying Machine Learning (ML) or other forms of data analytics to predict the winner of a match prior to its conclusion. However, despite its widespread availability, this type of prediction has had very limiting impact into audience experience, commonly being ignored by esport commentators as a narrative tool. This forms a sharp contrast to the motivation driving advances in win prediction models, which are often aimed at providing a better audience experience.
This talk explores the result of a four year long study, including qualitative and quantitative methods to design, develop and evaluate a Win Condition system. This system focuses on exploration and data visualisation to outline how a team could win, rather than who will win, with a focus on the user needs to the broadcasters and audiences, enabling more insightful narratives that can integrate with existing storytelling features in the domain.
Nirit Binyamini Ben-Meir
>> Playing with living systems - harnessing playful behaviours to provoke thought about human and non-human relationships
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Abstract: In recent years, researchers, practitioners, and major companies have investigated complex models to create artificial interactions that convincingly mimic living beings and advance agent behaviour in games and virtual spaces. Beyond mimicking human behaviour, there is a growing interest in integrating real-life components, such as microorganisms and plants, into digital interactions to introduce unpredictability, excitement and new forms of persuasive technology.
While researchers invoke the Biophilia hypothesis to highlight humans' innate affinity for living beings, studies in environmental psychology challenge this notion by revealing the complexities involved in promoting environmental stewardship and nurturing living organisms. This dichotomy prompts questions about the uniqueness of emotional responses elicited by interactions with living systems compared to interaction with artificial life and its potential to become a substitute for natural connections.
This talk will critically review and explore how playful interactions involving non-human agents—both living and artificial— may uncover attitudes towards the living environment, contributing to discussions on ethics, care, and environmental responsibility.
Doruk Balcı
>> An Ode to Playing Badly
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Abstract: In last year’s iGGi Conference, Marko Tot gave a joyful presentation on their passion for being competitive in games, what this meant to them and why they thought it was beautiful. In this year’s iGGi Con, I would like to present a friendly and jovial rebuttal to this talk. I hope to present why forms of play which can be considered transgressive, subversive, non-competitive, or even idiotic, matter and how they can be beautiful. To do so, I shall first try to answer what it means to ‘play good’ through exploring how competitiveness and logic are a traditional paradigm of cultures of play and game theory. Building on this, I will present alternative approaches to play, such as De Koven’s Well-Played Game, where instead of the sanctity of formalised structures of games, the players are prioritised over the systems and changing the game(and the rules) can be a meaningful act. I will finish off by going through examples, and highlighting works that might give us an idea how to play badly, on purpose, in our games as well.
iGGi Talks & Panel: Special.
.Interest
Thu 12 Sep 13:30-14:45
Session chair: Tania Dales
Marko Tot
>> When the numbers just feel weird
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Abstract: Probability can be full of surprises, often giving us results we least expect. In this lighthearted talk, we'll explore the intriguing world of probability and show how these concepts can make games more interesting.
We'll look at famous game-theory examples like the birthday paradox, the Simpsons's paradox and the randomness problem highlighting how our intuitions about chance can lead us astray. Then, we'll examine how game designers can use randomness to keep things engaging and fair, ensuring a balance between predictability and surprise. Whether you're a gamer, a designer, or simply curious about probability, you'll learn how the twists of chance can enhance gameplay.
Lauren Winter
>> YOU WERE NOT PREPARED: Contrasting COVID-19 and the World of Warcraft Pandemic
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Abstract: This talk will outline the player experience of the Corrupted Blood pandemic in World of Warcraft, and contrast this to the COVID-19 pandemic experienced throughout the world. It will deep dive into the history and behaviours of players and people throughout each of these events, and contrast the two, ultimately aiming to investigate what comparisons can be drawn, and whether there are any drawbacks to using the virtual experience in considering future pandemic scenarios.
iGGi PANEL chaired by Nicole Levermore: Kyle Worrall,
Evelyn Tan & Diego Pérez Liébana
>> The Good, the Bad and the Ugly (of Starting-up)
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Abstract: It is often stated that there is a separation between industry and academia, and this gap is only widened by the way that quality research is left at the command line having no commercial impact. This is not unexpected given the difficulties of starting your own company and creating products from research, especially when business development, and intellectual property are such opaque topics.
In this panel, moderated by a student, a student, an alumna, and a member of staff will talk through their experiences, providing insight on: navigating intellectual property ownership with the University of York and Queen Mary University of London; spinning out and starting your own company; the pros and cons of participating in commercialisation incubators; the risks associated with starting your own company; and the process of converting research into intellectual property (and covering when you really shouldn’t publish a paper if you want to file for a patent!).
Organisers:
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General Chairs: Debbie Maxwell, James Walker
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Programme Chair: Alan Pedrassoli Chitayat, Lauren Winter
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Social Media/Marketing Chair: Alex Flint
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Poster Chair: Nicole Levermore
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Local Chairs: Steph Carter, Tania Dales
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General Management: Tracy Dancer/David Hull, Helen Tilbrook
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Industry Liaison/Website: Susanne Binder