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- Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)
< Back Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) Link Author(s) A Denisova, P Cairns, C Guckelsberger, D Zendle Abstract More info TBA Link
- Perceptual Distraction and its Effects on Difficulty and User Experience in Digital Games
< Back Perceptual Distraction and its Effects on Difficulty and User Experience in Digital Games Link Author(s) M Frister Abstract More info TBA Link
- Real-time interactive sequence generation and control with Recurrent Neural Network ensembles
< Back Real-time interactive sequence generation and control with Recurrent Neural Network ensembles Link Author(s) M Akten, M Grierson Abstract More info TBA Link
- A case study in AI-assisted board game design
< Back A case study in AI-assisted board game design Link Author(s) J Goodman, A Wallat, D Perez-Liebana, S Lucas Abstract More info TBA Link
- iGGi Open Evening at QMUL | iGGi PhD
< Back iGGi Open Evening at QMUL iGGi QMUL is spontaneously running an Open Evening event on 15 December 2021 at 6pm Empire House (Whitechapel Campus) https://goo.gl/maps/dquCpQHtSuTN7YD9A We will showcase some of the ongoing research of the QMUL Game AI research group the iGGi Centre for Doctoral Training the AIM Centre for Doctoral Training which are all part of QMUL's School of Electronic Engineering and Computer Science. It will be a great opportunity to speak face-to-face to some of the Researchers and Staff relevant to iGGi (and you can also consider our "competitor" AIM who offer fully funded scholarships in a similar way to iGGi). There will also be pizza and drinks! If you can/want to attend: Fill in this form: https://forms.gle/mGmWeoGUtH4sZmz86 Note that you will be required to wear a face mask for the duration of the event, and you will be required to show proof of vaccination or a negative covid test taken within the last 48h of event start. We look forward to seeing you there! Previous 8 Dec 2021 Next
- The 2016 two-player gvgai competition
< Back The 2016 two-player gvgai competition Link Author(s) RD Gaina, A Couëtoux, DJNJ Soemers, MHM Winands, T Vodopivec, ... Abstract More info TBA Link
- 2021 iGGi Brochure | iGGi PhD
< Back 2021 iGGi Brochure Out now! The 2021 iGGi Brochure * lists profiles of all iGGi Researchers who actively participated in this year's iGGi Conference. Browse the linked pdf version (as well as the Students page on this site, of course) to find out more about individual iGGi PhD's current research. *Brochure design/layout by Timea Farkas Previous 8 Oct 2021 Next
- Archaeological Gameworld Affordances: A Grounded Theory of How Players Interpret Environmental Storytelling
< Back Archaeological Gameworld Affordances: A Grounded Theory of How Players Interpret Environmental Storytelling Link Author(s) F Smith Nicholls, M Cook Abstract More info TBA Link
- Practical Game Design Tool: State Explorer
< Back Practical Game Design Tool: State Explorer Link Author(s) R Volkovas, M Fairbank, JR Woodward, S Lucas Abstract More info TBA Link
- The global game jam for teaching and learning
< Back The global game jam for teaching and learning Link Author(s) A Fowler, F Khosmood, A Arya, G Lai Abstract More info TBA Link
- Ross Fifield
< Back Ross Fifield University of York iGGi PG Researcher Available for placement I am a user-centred games designer and researcher with a background in both practical and theoretical dimensions of play. I hold a BA and MA in Games Design from Falmouth University and have recently been engaged in teaching further and higher education courses in games development. My work sits at the intersection of design innovation, player psychology, and emerging technology, with a particular focus on how people find, engage with, and sustain play in social contexts. Currently undertaking a PhD as part of the iGGi programme, my research investigates the social and psychological factors that influence whether and how individuals choose to play with others. I aim to develop actionable insights that reduce barriers to engagement, support better player matchmaking, and encourage more inclusive and sustainable multiplayer experiences. I am particularly interested in live data applications and their potential to inform adaptive matchmaking systems and enhance game discovery. My practice draws from speculative and disruptive design methodologies, with a commitment to developing future-proof solutions that benefit academic, educational, and commercial communities alike. I maintain professional interests in affective psychology and digital heritage. As a player, I take an agnostic approach to genre, though I have a particular affinity for First Person Shooters, MMOs, sandbox games, and live-action roleplay. I am seeking placement opportunities with studios and organisations that are open to collaboration on live, data-driven projects focused on social play, player engagement, matchmaking and game discovery. My goal is to contribute meaningfully to real-world game development while refining methodologies that support more empathetic, inclusive, and dynamic player experiences. ross.fifield@york.ac.uk Email https://bsky.app/profile/rossfifield.bsky.social Mastodon http://www.rossfifield.com Other links Website https://www.linkedin.com/in/rossfifield/ LinkedIn https://bsky.app/profile/rossfifield.bsky.social BlueSky Github Supervisors: Dr Joe Cutting Prof. Paul Cairns Themes Player Research Previous Next
- The hidden intricacy of loot box design: A granular description of random monetized reward features
< Back The hidden intricacy of loot box design: A granular description of random monetized reward features Link Author(s) N Ballou, C Gbadamosi, D Zendle Abstract More info TBA Link




