[Air-L] CFP: FDG 2010 -- Earlybird Registration deadline is April 9th

Yusuf Pisan yusuf.pisan at uts.edu.au
Wed Mar 31 16:56:11 PDT 2010

========= FDG 2010: CALL FOR PARTICIPATION ==========

FDG 2010: The 5th International Conference on the Foundations of Digital Games
19-21 June 2010, at Asilomar Conference Grounds, Monterey, California.

FDG 2010 is held in-cooperation with ACM, ACM SIGART and ACM SIGCSE

Come and join us in June at Asilomar for FDG 2010, a focal point for
academic efforts in all areas of research and education involving
games, game technologies, gameplay and game design. The goal of the
conference is the advancement of the study of digital games, including
new game technologies, capabilities, designs, applications,
educational uses, and modes of play.

* You can still submit and give a demo of your work at FDG. See
http://fdg2010.org/Submissions.html for details. Deadline April 9th

* Register at http://fdg2010.org/Registration.html You should plan to
arrive on Jun 17th if attending workshops and on June 18th if
attending only the main conference. Conference will finis after lunch
on June 21st

4 Invited Speakers

     James Gee, Mary Lou Fulton Presidential Professor of Literacy
Studies Arizona State University

     Jane McGonigal, Director of Game Research & Development Institute
for the Future

     Markus Gross, Director of Disney Research Zurich, and Full
Professor of Computer Science ETH Zurich

     Randy Pagulayan, User Research team, Microsoft Game Studios

4 Tutorials

     Applied Game Design - Part 1: The MDA of Bartok. Robin Hunicke,
thatgamecompany and Ben Smith, Senior Software Engineer, Blizzard

     Applied Game Design - Part 2: The Bartok Variant Playoffs!!!
Robin Hunicke, thatgamecompany and Ben Smith, Senior Software
Engineer, Blizzard Entertainment

     Kodu Tutorial. Matthew MacLaurin, Microsoft

     Update on XNA. Mitch Walker, Microsoft

5 Panels

     Facebook Games


     Game Preservation

     Game Festivals/Exhibition

     (name to be confirmed)

3 Workshops (held on June 18th, the day before the conference)

     Intelligent Narrative Technologies III

     Procedural Content Generation in Games

     Teaching Aesthetics in Game Design

35 Papers from Artificial Intelligence, Computer Science and Games
Education, Game Design, Game Studies, Graphics and Interfaces,
Infrastructure (Databases, Networks, Security), Learning in Games and
other areas.

* Full Papers

     Aswin Thomas Abraham and Kevin McGee. Team-mate AI in Games: A
Survey & Critique

     Erik Andersen, Yun-En Liu, Ethan Apter, FranÁois Boucher-Genesse
and Zoran Popovic'. Gameplay Analysis through State Projection

     Robin Angotti, Cinnamon Hillyard, Michael Panitz, Kelvin Sung and
Keri Marino. Game-Themed Instructional Modules: A Video Case Study

     Dmitri Botvich, Jimmy McGibney, Georgy Ostapenko, Stefano de
Paoli, Aphra Kerr and Max Keatinge. Integrating Players, Reputation
and Ranking to Manage Cheating in MMOGs

     Acey Boyce and Tiffany Barnes. BeadLoom Game: Using Game Elements
to Increase Motivation and Learning

     Amanda Chaffin and Tiffany Barnes. Lessons from a course on
serious games research and prototyping

     Seth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay,
Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David
Salesin, David Baker and Zoran Popovic. The challenge of designing
scientific discovery games

     Thomas Debeauvais and Bonnie Nardi. A qualitative study of
Ragnarok Online private servers: In-game sociological issues

     Betsy DiSalvo and Amy Bruckman. Race and Gender in Play
Practices: Young African American males

     Anthony Estey, Jeremy Long, Bruce Gooch and Amy Gooch.
Investigating studio-based learning in a course on game design

     Garnet Hertz. OutRun: Perversive Games and Designing the
De-Simulation of Eight-Bit Driving

     Kenneth Hullett and Jim Whitehead. Design Patterns in FPS Levels

     Jesper Juul. At What Cost Failure? When Games Punish Players

     Foaad Khosmood and Marilyn Walker. Grapevine: A gossip generation system

     Chris Lewis and Noah Wardrip-Fruin. Mining Game Statistics from
Web Services: A World of Warcraft Armory case study

     Chris Lewis, Jim Whitehead and Noah Wardrip-Fruin. What Went
Wrong: A Taxonomy of Video Game Bugs

     Jeremy Long, Anthony Estey, David Bartle, Sven Olsen and Amy
Gooch. Catalyst: Seeing Through the Eyes of a Cat

     Tim McLaughlin, Dennie Smith and Irving Brown. A Framework for
Evidence Based Visual Style Development for Serious Games

     David Milam and Magy Seif El-Nasr. Analysis of Level Design 'Push
& Pull' within 21 games

     Tony Morelli, John Foley, Luis Columna, Lauren Lieberman and
Eelke Folmer. VI-Tennis: a Vibrotactile/Audio Exergame for Players who
are Visually Impaired
     Juliet Norton, Chadwick Wingrave and Joseph LaViola Jr..
Exploring Strategies and Guidelines for Developing Full Body Video
Game Interfaces

     Samuel Rossoff, George Tzanetakis and Bruce Gooch. Adapting
Personal Music for Synesthetic Game Play

     Jonathan Rowe, Lucy Shores, Bradford Mott and James Lester.
Individual Differences in Gameplay and Learning: A Narrative-Centered
Learning Perspective

     Serdar Sali, Noah Wardrip-Fruin, Steven Dow, Sri Kurniawan, Aaron
Reed, Michael Mateas and Ronald Liu. Playing with Words:  From
intuition to evaluation of game dialogue interfaces

     Jonas Schild, Robert Walter and Maic Masuch. ABC-Sprints:
Adapting Scrum to Academic Game Development Courses

     Josh Sheldon, Jennifer Ong and Louisa Rosenheck. Weatherlings: A
New Approach to Student Learning Using Web-Based Mobile Games

     Gillian Smith, Jim Whitehead and Michael Mateas. Tanagra: A
Mixed-Initiative Level Design Tool

     T.L. Taylor and Emma Witkowski. This Is How We Play It: What a
Mega-LAN Can Teach Us About Games

     James M. Thomas and Melissa E. DeRosier. Toward Effective
Game-Based Social Skills Tutoring for Children: An Evaluation of a
Social Adventure Game

     Mike Treanor, Michael Mateas and Noah Wardrip-Fruin. Kaboom! is a
Many-Splendored Thing: An interpretation and design methodology for
message-driven games using graphical logics

     Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam Smith and Zoran
Popovic. Reconstructing the World in 3D: Bringing Games with a Purpose

     Daniel Wong, Darren Earl, Fred Zyda, Ryan Zink, Sven Koenig,
Allen Pan, Selby Shlosberg and Jaspreet Singh. Implementing Games on
Pinball Machines

* Short Papers

     Dylan Arena and Daniel Schwartz. Stats Invaders! Learning about
statistics by playing a classic video game

     Katelyn Doran, Acey Boyce, Samantha Finkelstein and Tiffany
Barnes. Reaching out with Game Design

     Lisa Tolentino, Philippos Savvides and David Birchfield. Applying
game design principles to social skills learning for students in
special education

* Accepted Doctoral Consortium Proposals

     Coming soon ...


Conference Chair
Ian Horswill, Northwestern University

Program Chair
Yusuf Pisan, University of Technology, Sydney

Doctoral Consortium Chair
Zoran Popovic, University of Washington

Workshops Chair
Michael Mateas, University of California, Santa Cruz

Panels Chair
Ian Bogost, Georgia Institute of Technology

Tutorials Chair
Robin Hunicke, That Game Company

Industrial Relations Chair
Hiroko Osaka, Northwestern University

Local Arrangements Chair
Marilyn Walker, University of California, Santa Cruz

Karl Cheng-Heng Fua, Northwestern University


The Foundations of Digital Games (FDG) conference series seeks to
promote the exchange of information concerning the scientific
foundations of digital games, technology used to develop digital
games, and the study of digital games and their design, broadly
construed. The conference is held yearly in late Spring or early
Summer, and attracts an international audience of ~250 attendees. The
focus of the conference is the presentation of papers describing novel
research results. FDG is typically held in-cooperation with one or
more special interest groups of the Association for Computing
Machinery (ACM), and the proceedings of the conference from 2008
onward are archived in the ACM Digital Library.

The conference series was originally created at Microsoft in 2006, and
was known as the Academic Days on Game Development in Computer Science
Education (GDCSE). The research focus of GDCSE was education using
(and about) computer game technology. In 2009, the conference changed
its name to the Foundations of Digital Games, and expanded its scope
to become a "big tent" computer games research conference, covering a
spectrum of computer game research topics while retaining a strong
interest in educational uses of games. In the run-up to the 2009
conference, Microsoft transferred ownership and organization of the
conference to the Society for the Advancement of the Study of Digital
Games (SASDG), a nonprofit corporation with an academic board of

This year we received 94 full papers and 12 short-paper submissions.
Each submission was reviewed by at least three reviewers and most
submissions were reviewed by four reviewers. In cases where there were
differences of opinion among reviewers, the reviewers were invited to
look through the reviews and revise their reviews if they felt
necessary. For borderline papers, an additional reviewer was asked to
provide feedback. All the reviews themselves were then reviewed by the
respective track chairs and discussed during a conference call.
Finally, borderline papers were examined once again by the program
chair before a final decision was made. For FDG 2010, of the 94 full
papers submitted 32 were accepted (32/94 = 34%), and of the 12 short
papers submitted 3 were accepted (3/12 = 25%). Both full papers and
short papers will be presented during the conference and will appear
in the proceedings.


Please see http://fdg2010.org/ for this year's conference and
http://foundationsofdigitalgames.org/ for past years, including:

   Table of Contents for FDG 2009: http://portal.acm.org/toc.cfm?id=1536513

   Table of Contents for GDCSE 2008:

   Proceedings for GDCSE 2007:

To get the latest news on FDG, subscribe to the FDG-announce mailing
list. Send an email to listserv at listserv.it.northwestern.edu with no
subject line and a body saying:

 SUBSCRIBE fdg-announce firstname lastname


A/Professor Yusuf Pisan
Games Studio
Faculty of Engineering and Information Technology
University of Technology, Sydney
Skype: ypisan

[CFP v4, sent out on 1 Apr 2010]

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