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- Prof Damian Murphy
< Back Prof. Damian Murphy University of York Supervisor Damian Murphy is Professor in Sound and Music Computing at the Department of Electronic Engineering AudioLab, University of York, where he has been a member of academic staff since 2000, and is the University Research Theme Champion for Creativity. He started his career in the Performing Arts Department at Harrogate College and has previously held positions at Leeds Metropolitan University and Bretton Hall College. His research focuses on virtual acoustics and he has published over 130 journal articles, conference papers and books in the area. He is a member of the Audio Engineering Society, a Fellow of the Higher Education Academy, and a visiting lecturer to the Department of Speech, Music and Hearing at KTH, Stockholm. Prof. Murphy is also an active sound artist and the Director of the £15m XRStories Creative Industries R&D Partnership exploring interactive and immersive storytelling for the UK’s creative and cultural sectors. He is interested in supervising students with interests in sound design, acoustics and audio signal processing and with a particular focus on: Interactive and immersive audio environments for real-time systems Room acoustics simulation and auralisation Assessment of immersive audio content for gameplay and competitive advantage Interactive/immersive audio storytelling Acoustic scene classification using spatial and spectral feature Audio for immersive environments. Research themes: Game AI Game Audio and Music Games with a Purpose Player Experience damian.murphy@york.ac.uk Email Mastodon https://www-users.york.ac.uk/~dtm3/ Other links Website https://uk.linkedin.com/in/damian-murphy-b272b914 LinkedIn BlueSky Github Themes Creative Computing Game Audio Immersive Technology - Previous Next
- Athansios Kokkinakis
< Back Dr Athanasios Vasileios Kokkinakis University of York iGGi Alum Videogame Correlates of Real-Life Cognitive Traits Video-games have been increasingly gaining momentum and popularity, both with the public but also with the scientific world who has seen their usefulness in multiple areas. Researchers have been making bold claims of Videogames increasing Intelligence monopolizing the public’s attention and taking it away from what Videogames are excellent at; serving as diagnostic tools examining constructs such Reaction Times, Memory and fluid Intelligence. The sharp decline of the aforementioned concepts has been linked to multiple diseases such as the prodrome of Schizophrenia, Alzheimer’s and Dementia. Moreover, their measurement has been linked to important life outcomes such as Academic Achievement, Time in Unemployment, Unwanted Pregnancies and Mathematical Achievement among others. In my doctoral thesis I have correlated these constructs with the massively played video-game League of Legends. By cross-validating Psychometric measurements with Video-game metrics we can possibly identify at risk populations and stage Health Interventions or even identify “gifted” children or children that lag behind at an early age and place them in appropriate training curricula. He acquired his BSc in Psychology from the University of Bangor and he then went to complete his MSc in Cognitive Neuroscience at the University of York. In his first experiment he attempted to see whether “expert video-gamers” would show less Attentional Resources when compared to a control group of non-gamers and whether a short training session of approximately a week had any effects on the non-gamer group. His MSc, although not related to gaming, gave him valuable experience with EEG and MEG which he hopes to incorporate into his future experiments. In his most recent experiments he correlated psychometric Intelligence with Videogame Scores, more specifically League of Legends Tiers. He believes that these scores may give us insight on multiple developmental trajectories for instance healthy aging. athanasios dot kokkinakis *at* z)!gmail*com Email https://www.researchgate.net/profile/Athanasios-Kokkinakis Mastodon Other links Website https://www.linkedin.com/in/athanasios-kokkinakis-8b79101a4 LinkedIn BlueSky Github Prof. Alex Wade Prof. Peter Cowling Featured Publication(s): Data-Driven Audience Experiences in Esports Metagaming and metagames in Esports Videogame Correlates of Real Life Traits and Characteristics. Exploring the relationship between video game expertise and fluid intelligence Temporal and spatial localization of prediction-error signals in the visual brain What's in a name? Ages and names predict the valence of social interactions in a massive online game MEG adaptation resolves the spatiotemporal characteristics of face-sensitive brain responses Predicting skill learning in a large, longitudinal MOBA dataset Automatic Generation of Text for Match Recaps using Esport Caster Commentaries WARDS: Modelling the Worth of Vision in MOBA's DAX: Data-Driven Audience Experiences in Esports Time to die 2: Improved in-game death prediction in dota 2 Themes Esports Game AI Player Research Research Gate Google Scholar Previous Next
- Steph Carter
< Back Steph Carter University of York iGGi PG Researcher Available for placement Steph is a psycholinguistics graduate from the University of York with a background in language teaching and SEND teaching. Their research focuses on second language acquisition, human-computer interaction, and gamification. Their research interests also include accessibility in games, disability representation, and games with a purpose. Outside of research, they have worked as a freelance accessibility consultant and occasionally take part in game jams with their colleagues. Steph’s project explores how game design can improve participants’ experiences in second language learning experiments while still enabling the collection of high-quality, controlled data. Although games and gamification are increasingly used in educational contexts, particularly for language learning, their potential in experimental design for second language acquisition research remains underexplored. This project investigates how incorporating game elements into psycholinguistic tasks can impact the participant experience and maintain data quality. The findings aim to inform the design and development of gamified data collection tools for both language learning and cognitive research, while also providing some practical guidance for researchers interested in gamifying their experimental methods. steph.carter@york.ac.uk Email Mastodon https://linktr.ee/steph_carter Other links Website https://www.linkedin.com/in/steph-carter-742891123/ LinkedIn BlueSky Github Supervisor(s): Dr Abi Evans Themes Accessibility Applied Games Design & Development Game Data Player Research - Previous Next
- Bobby Khaleque
< Back Bobby Khaleque Queen Mary University of London iGGi PG Researcher Available for post-PhD position Bobby Khaleque is an IGGI student focused on the creation of Automated Game Design (AGD) Systems particularly for Secret Box experiences. Secret box experiences refer to games which focus less on their game mechanics and rules and more on their aesthetic design, mood evocation and exploration. AGD systems might help empower solo and indie developers during the game design process by quickly creating playable versions of games with little to no human intervention required. A further research goal of his project is game quality evaluation for games seeking to provide the aforementioned experience. After completing a Bachelors in Computer Science and a Masters in Artificial Intelligence both at QMUL he decided to pursue games research particularly for AGD and player experience due to the lack of research in regard to games aiming to provide a Secret Box experience. Bobby is part of the QMUL Game AI group actively pursuing his research in Computational Creativity to answer the question: Can a computer design a high quality Secret Box experience? b.d.a.khaleque@qmul.ac.uk Email Mastodon Other links Website LinkedIn BlueSky https://github.com/BKhaleque Github Supervisor(s): Dr Mike Cook Dr Jeremy Gow Featured Publication(s): What Factors Do Players Perceive as Methods of Retention in Battle Royale Games? Themes Creative Computing Game AI - Previous Next
- Remo Sasso
< Back Remo Sasso Queen Mary University of London iGGi PG Researcher I hold a BSc and MSc in Artificial Intelligence at the University of Groningen (NL) and am currently a PhD student at the Queen Mary University of London under the supervision of Paulo Rauber. In addition to my academic work, I have worked as a Machine Learning engineer, and am currently the Head of AI at xDNA, an AI/Cybersecurity-based start-up from the Netherlands. Here I'm leading the initiative Project Aletheia, where we develop AI-driven tools to optimize the workflow of professional fact-checkers, with the overarching goal of ensuring information integrity in the world. Foundation World Models and Foundation Agents for Reinforcement Learning My research focuses on developing reinforcement learning algorithms that are both scalable and sample-efficient through Bayesian methods and model-based approaches, recently with a particular emphasis on Large Language Models (LLMs). My previous research focused on principled, efficient and scalable exploration algorithms for reinforcement learning, e.g. Poster Sampling for Deep Reinforcement Learning (ICML 2023), where we developed a reinforcement learning algorithm that can be considered state-of-the-art in Atari games. Currently I'm particularly interested in the integration of LLMs in the reinforcement learning framework, both as decision-making agents and simulators. My current research, called "Foundation World Models and Foundation Agents for Reinforcement Learning" investigates this integration in-depth and shows that large models show significant potential in various reinforcement learning tasks, ranging from decision-making in stochastic environments to serving as world models. r.sasso@qmul.ac.uk Email https://remosasso.github.io/ Mastodon Other links Website https://www.linkedin.com/in/remo-sasso-b9837a1ba/ LinkedIn BlueSky https://github.com/remosasso Github Supervisor: Dr Paulo Rauber Featured Publication(s): VDSC: Enhancing Exploration Timing with Value Discrepancy and State Counts Making Connections: Neurodevelopmental Changes in Brain Connectivity after Adverse Experiences in Early Adolescence Multi-Source Transfer Learning for Deep Model-Based Reinforcement Learning Simultaneous multi-view object recognition and grasping in open-ended domains Posterior Sampling for Deep Reinforcement Learning Themes Game AI - Previous Next
- Dr Abi Evans
< Back Dr Abi Evans University of York Supervisor Abi Evans is a Lecturer in Interactive Media in the Department of Theatre, Film, Television, and Interactive Media at the University of York. Her research is at the intersection of Human-Computer Interaction (HCI) and Learning Sciences, exploring how technology can provide real-time adaptive scaffolding for the skills and processes associated with effective learning in a variety of settings. Abi is particularly interested in supervising students who want to create and evaluate games and immersive experiences for learning or develop approaches for measuring learning in games. Her current project focuses on developing experiences for people who are learning to code, specifically tackling barriers to learning such as imposter syndrome and misconceptions about coding concepts. Abi would also welcome students interested in games for learning in other disciplines and in informal settings as well as traditional academic disciplines. abi.evans@york.ac.uk Email Mastodon https://www.abigailevans.org/ Other links Website https://www.linkedin.com/in/abi-evans-7294379 LinkedIn BlueSky Github Themes Design & Development Immersive Technology Player Research - Previous Next
- Dimitris Menexopoulos
< Back Dimitris Menexopoulos Queen Mary University of London iGGi PG Researcher Available for post-PhD position Dimitris Menexopoulos is a versatile music composer, sound designer, audio technologist, and multi-instrumentalist based in London, UK. With an academic background in Geoscience, Electronic Production, and Information Experience Design, he draws upon a broad knowledge base across Art, Science, and Technology to inform his work. He has released two solo albums (Perpetuum Mobile – 2017, Phenomena – 2014), three EPs (Siren’s Call – 2025, Modern Catwalk Music – 2022, 40 – 2020), and two soundtracks (Iolas Wonderland – 2021, The Village – 2019), and has performed internationally. Collaborative work includes projects with choreographer/dancer Akram Khan (Thikra: Night of Remembering – 2025), director Shekhar Kapur (Brides of the Well – 2018), and electronic musician Robert Rich (Vestiges– 2016), among others. As a designer, he has exhibited work at venues such as Christie’s London (Christie’s Lates – 2023, with Scarlett Yang), Somerset House (24 Hours in Uchronia with Helga Schmid – 2020), and the Barbican Centre (Nesta FutureFest – 2019, with Akvile Terminaite). Currently, his research focuses on graphics-driven procedural audio for interactive and linear experiences, as well as on innovative systems for music composition and performance. His original scientific publications and devices have been featured at prestigious events in Japan (AES 6th International Conference on Audio for Games – 2024), Spain (AES Europe – 2024), the UK (Iklectik – 2020), France (IRCAM – 2020, 2019), and the USA (Mass MoCA – 2019). Since 2025, he has served as a reviewer for Computer Music Journal, published by MIT Press—one of the leading academic journals in the field of computer music and digital sound technology. contact@menex.world Email http://www.linktr.ee/menex.world Mastodon http://www.menex.world Other links Website https://www.linkedin.com/in/dimitris-menexopoulos/ LinkedIn BlueSky Github Supervisors: Dr Josh Reiss Dr Tom Collins Featured Publication(s): Using texture maps to procedurally generate sound in virtual environments The State of the Art in Procedural Audio Themes Creative Computing Game Audio - Previous Next
- Charline Foch
< Back Dr Charline Foch University of York iGGi Alum Charline first came to the UK in 2011 to study English and Film Studies at King’s College London, before going on to a MSc in Film, Exhibition and Curation at the University of Edinburgh. By chance, accident or fate, she stumbled into the games industry, working in an independent game studio in Berlin, where she touched upon customer support, community management, content writing and QA for a new MMORPG. This experience gave her the push to start a PhD in video games. In her spare time, she is an avid film viewer, volleyball player, and amateur artist. Charline’s research focuses on how people conceptualise failure, with an emphasis on its perceived positive, desirable effects on player experience. Throughout her PhD, she has conducted research among video games players to gain a better understanding of what they perceive as the purpose and value of failure in the games they play; and conducted research among video games developers to gain a better understanding of what processes, obstacles, and ideas go into the design and implementation of failure in their games. With a focus on single-player, more narrative-driven games, she has used this research to design a cards-based design toolkit to support game designers in approaching the question of fail states and player experience in the early stages of the game development process, helping them reflect on the intersection between failure, game mechanics, storytelling, and player experience when working on their games. Aside from her PhD, Charline has also worked with the Digital Creativity Labs on the PlayOn! project, a European project gathering 9 theatres across Europe working on immersive technologies (VR, AR, apps for audience participation...) and theatre productions. During her time at PlayOn!, she has worked on the connections between the games industry and the performance arts, investigating how technology, game design principles, and theatre can work together, and what barriers practitioners face when attempting to reconcile all sides in a single production through experimentation and collaboration. charline.foch@york.ac.uk Email https://mastodon.gamedev.place/@chafoch Mastodon https://charlinefoch.carrd.co Other links Website https://www.linkedin.com/in/charline-foch-97196663 LinkedIn BlueSky Github Supervisor: Dr Ben Kirman Featured Publication(s): “The game doesn't judge you”: game designers’ perspectives on implementing failure in video games “Slow down and look”: Desirable aspects of failure in video games, from the perspective of players. Themes Design & Development Player Research - Previous Next
- Elena Petrovskaya
< Back Dr Elena Gordon-Petrovskaya University of York iGGi Alum Elena specialises in novel forms of 'predatory' monetisation in digital games and its effects on players and is particularly interested in the links of game design to gaming disorder. She uses her background in psychology and human-computer interaction to take a player-centric perspective: developing knowledge bottom-up and working directly with players as the primary stakeholder. Her work spans ethics, wellbeing, and the lived experience of technology and its use. In her work so far, Elena has conducted a qualitative study with 1000+ players to create a taxonomy of microtransactions that players perceive to be unfair, aggressive, or misleading, and carried out a prevalence assessment of these techniques across the most popular desktop and mobile games. Most recently, her work discovered several types of harms which emerge from player interaction with games perceived as 'designed to drive spending'. Additionally, Elena has contributed to government calls for evidence around game regulation, given talks at seminar series and conferences, and collaborated on a variety of related topics, such as loot box spending, esports betting, and changes to gameplay during COVID. elepetrovs@gmail.com Email Mastodon http://elepetrovs.co.uk/ Other links Website LinkedIn BlueSky Github Supervisors: Prof. Sebastian Deterding Dr David Zendle Featured Publication(s): Learnings from the case Maple Refugee: A dystopian story of free-to-play, probability, and gamer consumer activism. Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games Adapting and Enhancing Evolutionary Art for Casual Creation. The many faces of monetisation: Understanding the diversity and extremity of player spending in mobile games via massive-scale transactional analysis The relationship between psycho-environmental characteristics and wellbeing in non-spending players of certain mobile games Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation The lived experience of Internet Gaming Disorder: core symptoms, antecedents and consequences as based on a qualitative analysis of Reddit posts. Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective Designing Personas for Expressive Robots: Personality in the New Breed of Moving, Speaking, and Colorful Social Home Robots A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic How do loot boxes make money? An analysis of a very large dataset of real Chinese CSGO loot box openings Defining the esports bettor: evidence from an online panel survey of emerging adults The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools Not all fun and games: The design and evaluation of a game to increase intrinsic motivation in learning programming Exploring the multiverse of analysis options for the Addiction Stroop "These People Had Taken Advantage of Me”: A Grounded Theory of Problematic Consequences of Player Interaction with Mobile Games Perceived as “Designed to Drive Spending" Themes Player Research - Previous Next
- dr-jen-beeston
< Back Dr Jen Beeston University of York iGGi Alum + Supervisor Jen is currently working as a Lecturer in HCI in the Department of Computer Science (University of York) whilst writing up her PhD. She has a multidisciplinary background, from studying subjects such as environmental science and media production and having worked in various jobs such as grassland research, flood risk management, and plasterboard quality. She feels extraordinarily fortunate to have been able to do research into her lifelong hobby of playing digital games. In particular, Jen feels it is important that everyone has the opportunity to enjoy gaming should they wish. As such, her research has been aimed at exploring the experiences of people with disabilities in playing games, beyond how various technologies can support play. Jen’s research is focused particularly on the social experiences of players with disabilities in-game and within the broader gaming community. She has worked alongside the charity AbleGamers with the aims of investigating these player’s experiences of gaming, what effects alternative controls have upon play, and what it’s like for these players in multiplayer or online games. Jen is broadly interested in HCI, user experience, player experience, inclusivity, social play, and game communities. Outside of her work, she enjoys walking, thinking, reading, crochet, art, and tabletop roleplaying games. jen.beeston@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/jenbeeston/ LinkedIn BlueSky Github Featured Publication(s): Validation and Prioritization of Design Options for Accessible Player Experiences Social experiences of people with disabilities in playing (in) accessible digital games Enabled players: The value of accessible digital games Accessible player experiences (APX): The players Characteristics and motivations of players with disabilities in digital games Perceptions of Telepresence Robot Form Themes Accessibility - Previous Next
- Madeleine Frister
< Back Dr Madeleine Frister University of York iGGi Alum Madeleine joined the IGGI programme in 2020, after obtaining a master’s degree in psychology and cognitive neuroscience from the Friedrich Schiller University in Jena, Germany. Her PhD focuses on how visual characteristics influence gameplay and player experience. In 2021, she co-founded UX studio Vanilla Noir where she works as an independent designer and developer on website, app and game projects. Video games rely heavily on central aspects of human information processing, including perception, attention, and memory. The human mind is severely limited in the amount of information it can process, and a key factor for successful information processing is resisting distraction. Consequently, most user experience guidelines recommend eliminating any unnecessary information to avoid cognitive overload. Yet, in the case of video games, the presence of task-irrelevant items does not seem to compromise player experience, considering that there is an abundance of popular video games that are very high in visual complexity. On the contrary, inducing demand in the form of perceptual distraction may even be desirable in order to introduce challenge which can in turn increase enjoyment. The current project aims to deepen our understanding of perceptual distraction and its effects on game difficulty and player experience, with a specific focus on perceptual similarity between target and distractor items. mf1255@york.ac.uk Email Mastodon https://vanilla-noir.com Other links Website https://www.linkedin.com/in/madeleinefrister LinkedIn BlueSky Github Supervisors Prof. Paul Cairns Dr Laurissa Tokarchuk Dr Fiona McNab Featured Publication(s): Advancing Methodological Approaches in Affect-Adaptive Video Game Design: Empirical Validation of Emotion-Driven Gameplay Modification Perceptual Distraction and its Effects on Difficulty and User Experience in Digital Games An appraisal-based chain-of-emotion architecture for affective language model game agents Examining the effects of video game difficulty adaptation on performance and player experience Examining the influence of perceptual distraction on performance in a working memory game A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic Themes Design & Development Player Research - Previous Next
- Prof Simon Colton
< Back Prof. Simon Colton Queen Mary University of London iGGi Co-Investigator Supervisor Simon Colton is an AI researcher with particular focus on issues of Computational Creativity, where we engineer software to take on creative responsibilities in art and science projects. He undertakes projects advancing the state of the art in generative technologies such as evolutionary approaches and deep learning, and uses these to help develop software such as The Painting Fool, The WhatIf Machine, the Wevva game designer, the HR3 automated code generator, and the Art Done Quick casual creator for visual art. In turn, these software systems and their output are used in cultural projects such as a poetry readings, art exhibitions, game jams, and even the production of a West-End musical. This enables Simon to undertake much public engagement, with coverage from the BBC, The Guardian, MIT Tech Review, The New Scientist and many others. These practical and cultural projects inform an evolving philosophical discourse around what it means for machines to be creative, and Simon has co-authored numerous essays driving forward our understanding of this important topic. In this way, he has helped to introduce ideas such as automated framing of products and processes, issues of authenticity and the notion of the machine condition, i.e., what the lived experience of a machine is, and how this could be expressed by that machine through creative production. He is particularly interested in supervising students in project where we apply generative technologies to applications in videogame design, visual art, software engineering, music and text generation. One particular current interest is stretching the boundaries of both what can be achieved by, and our understanding of, generation deep learning methods such as generative adversarial networks (GANs) and auto encoders. Another current interest is the design of casual creators, which are creativity support tools where the focus is on users having fun, rather than on efficient, professional production of artefacts. He is currently developing a casual creator for visual art called Art Done Quick for public release, which employs evolutionary and deep learning techniques to deliver a fun-first experience while users make decorative art pieces. Any project involving generative technologies is of interest to Simon. Research Areas: Game AI Game Audio and Music Game Design Computational Creativity Player Experience Casual Creators Generative Deep Learning s.colton@qmul.ac.uk Email Mastodon https://ccg.doc.gold.ac.uk/ccg_old/simoncolton/cv/ Other links Website LinkedIn BlueSky Github Themes Accessibility Creative Computing Game AI Game Audio Player Research - Previous Next













