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  • Ozan Vardal

    < Back Dr Ozan Vardal University of York iGGi Alum Ozan studied undergraduate psychology at the University of Groningen, and holds a master's degree in Performance Psychology from the University of Edinburgh, where he wrote theses on the dynamics of psychological momentum in sport competition and the decision-making of expert applied psychologists respectively. He has long been fascinated with the psychological mechanisms underpinning complex skills, owing to his own background as a classically trained musician and his previous work as a performance psychology consultant with competitive athletes. His primary research interests involve the behavioural and neural factors surrounding human learning and skilled performance. A description of Ozan's research: Ozan views games as behaviourally rich environments for the study of complex skills and human learning. The competitive and immersive nature of games encourages millions of players to develop profound skill over hours, days, and even years of practice. Ozan’s work takes advantage of large data repositories generated by such players to study how different patterns of practice result in differences in learning outcomes. He also uses experimental methods in his work, and is currently using neuroimaging methods (MEG) and modelling techniques to identify how shifts between different behavioural and neural states affect performance as people play Tetris. By using games as a vehicle to study psychology, Ozan aims to develop scalable solutions to studying human learning. He hopes for a future where the science of learning is sufficiently advanced, such that (artificial) trainers can recommend optimised practice schedules for motivated learners, in any performance domain. Please note: Updating of profile text in progress ov525@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/ozanvardal LinkedIn BlueSky https://www.github.com/ozvar Github Featured Publication(s): Mind the gap: Distributed practice enhances performance in a MOBA game Themes Design & Development Esports Game Data - Previous Next

  • HarmonyMapper: Generating Emotionally Divers Chord Progressions for Games.

    < Back HarmonyMapper: Generating Emotionally Divers Chord Progressions for Games. Link Author(s) S Cardinale, O Withington Abstract More info TBA Link

  • A Word from The iGGi Director | iGGi PhD

    A Word from The iGGi Director iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. A Word from the Director Welcome to iGGi! Below are a few words about the vision for iGGi, about who funds iGGi and why, and about why i GGi can be a force for good in a sometimes turbulent world. iGGi is short for the “EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence” (EPSRC is short for “Engineering and Physical Sciences Research Council”). You can see why the name iGGi stuck! In , 120 PhD students spend 4 years learning cool stuff and conducting research in topics related to games and the games industry, working with 100 UK games companies . The big vision for iGGi is to inject research innovations and innovative researchers into the games industry. There is a strong economic argument for this, and there are even stronger social and cultural reasons. So where did iGGi come from and what is the vision that allowed us to win £30 million for games research? In the early 2000s, the games research community went through a huge growth spurt (which continues to this day). The economic, social and cultural power of video games meant that politicians and funders could no longer brush games aside as kid’s stuff. An opportunity arose in 2013 with the announcement of a competition for funding around 100 centres for PhD research in a focussed area of science or engineering. While it was clear that the call would be massively oversubscribed and very competitive, games seemed a good fit given the rise and rise of the financial size of the games market and the growing research community. We had more and more friends and contacts in the games industry. And we had shown that games could be funded at scale via projects such as UCT (£1.5 million) and NEMOG (1.2 million). A group of people from across academia and industry, with an interest in games research, came together to submit a bid and form a consortium. Our joint goal was to “make better games” and “make games better”. My role in this (as ‘Principal Investigator’) was as a synthesiser of ideas, as a recruiter of people who shared and refined these ideas, and as a writer and lobbyist who could package them up for referees who almost certainly lacked enthusiasm for games research. So how can we summarise the iGGi vision? The ‘IG’ in iGGi stands for ‘Intelligent Games’ - using research advances to make better games that provide richer, more fun experiences. The ‘GI’ in iGGi stands for ‘Game Intelligence’ - research which uses games to understand and inform people. In more detail: the following two paragraphs, from the 2013 iGGi bid, were probably among the most carefully written of the text in the whole bid document (redrafted dozens of times): Our vision is twofold: Intelligent Games: iGGi PhDs, investigators and collaborators will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. We will weave technical and creative disciplines: using games as an application area to advance research in areas including artificial intelligence and computational creativity; human-computer interaction; interactive sound, graphics and narrative; robotics, agents and complex systems. The study of intelligent games will be underpinned by new business models and by research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence: iGGi PhDs, investigators and collaborators will investigate games as a medium to achieve scientific and societal goals, working with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and using games to seed a new era of scientific experimentation into human preference and interaction. We will create new games to conduct large-scale analysis of individual behaviour, leading to better understanding in economics, psychology, sociology, biology and human-computer interaction. We will build games which promote physical and mental health and educational achievement, underpinned by advances in mobile technology and data mining. This vision was refined and updated for the 2018 iGGi resubmission, especially given the enormous advances in machine learning and the cultural and social successes of games, but the text above remains a good overview of the high-level iGGi vision. But a vision is relatively static, and now, of course, iGGi is a community of brilliant, fun, caring, intelligent, curious research students, supported by staff and industry partners. So maybe the best way to find out more about iGGi is to read more about a few of them… I look forward to talking about games research with you! Peter Cowling iGGi Director Professor of AI, Queen Mary University of London

  • Controlling co-incidental non-player characters

    < Back Controlling co-incidental non-player characters Link Author(s) J Walton-Rivers Abstract More info TBA Link

  • Testing game mechanics in games with a purpose for NLP applications

    < Back Testing game mechanics in games with a purpose for NLP applications Link Author(s) C Madge, J Chamberlain, R Bartle, U Kruschwitz, M Poesio Abstract More info TBA Link

  • Quartz Crystal Resonator for Real-Time Characterization of Nanoscale Phenomena Relevant for Biomedical Applications

    < Back Quartz Crystal Resonator for Real-Time Characterization of Nanoscale Phenomena Relevant for Biomedical Applications Link Author(s) LA Carvajal Ahumada, OL Herrera Sandoval, N Pena-Perez, ... Abstract More info TBA Link

  • Hardness in Markov Decision Processes: Theory and Practice

    < Back Hardness in Markov Decision Processes: Theory and Practice Link Author(s) M Conserva, P Rauber Abstract More info TBA Link

  • A compression method for spectral photon map rendering

    < Back A compression method for spectral photon map rendering Link Author(s) G Lai, NJ Christensen Abstract More info TBA Link

  • Nick Ballou

    < Back Dr Nick Ballou Queen Mary University of London iGGi Alum Hi there! I’m a psychology and human-computer interaction researcher interested in two main topics: how games affect wellbeing, and how we can reform the research ecosystem to be more trustworthy and efficient (aka “open science” or “metascience”). I’m originally from the US, and have bachelor and master’s degrees in linguistics, a topic that prepared me well for social science research, but whose use is relegated to excitedly sharing language fun facts at this point. In my free time, I play tennis, cook and bake, read—and of course play games (mostly deckbuilders, roguelikes, and AAA RPGs). A description of Nick's research: Psychological need frustration—experiences of feeling controlled and coerced, failure and self-doubt, or loneliness and exclusion—is a promising framework for understanding how players engage with video games. Grounded in self-determination theory, one of the most robust psychological theories, need frustration might help explain how and why players (dis)engage with a game and how gameplay impacts well-being. To realize this aim, however, we’re missing key building blocks: 1) a better grasp on when and why need-frustrating situations arise during play; 2) a questionnaire that can assess how much need frustration people experience in games quantitatively; and 3) studies that combine data on need frustration with carefully tracked behavioral data over time, rather than relying on simple self-reports like “how much time did you spend playing video games last week?” My thesis attempts to address all of these one step at a time and is underpinned by a strong emphasis on open and transparent methods. Results so far are promising—contact me to hear more! nick@nickballou.com Email Mastodon https://www.nickballou.com Other links Website LinkedIn BlueSky Github Supervisors: Prof. Sebastian Deterding Dr David Zendle Dr Laurissa Tokarchuk Featured Publication(s): Reliving 10 years old: Descriptive Insights into Retro Gaming UKRN Local Network Lead Guidebook Claims for no evidence also need evidence From social media to artificial intelligence: improving research on digital harms in youth The Basic Needs in Games (BANG) Model of Video Game Play and Mental Health (PhD thesis) The Basic Needs in Games (BANG) Model of Video Games and Mental Health: Untangling the Positive and Negative Effects of Games with Better Science The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry Affective Uplift During Video Game Play: A Naturalistic Case Study No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry A manifesto for more productive psychological games research Four grand challenges for video game effects scholars: How digital trace data can improve the way we study games Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players Development of the Brief Open Research Survey (BORS) to measure awareness and uptake of Open Research practices The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance Registered Report Evidence Suggests No Relationship Between Objectively Tracked Video Game Playtime and Well-Being Over 3 Months How do video games affect mental health? A narrative review of 13 proposed mechanisms 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 Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data Pinpointing the problem: Providing page numbers for citations as a crucial part of open science A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic Reforms to improve reproducibility and quality must be coordinated across the research ecosystem: the view from the UKRN Local Network Leads ‘I Just Wanted to Get it Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games A Manifesto for More Productive Psychological Games Research Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime If everything is a loot box, nothing is: Response to Xiao et al. Awareness of and engagement with Open Research behaviours: Development of the Brief Open Research Survey (BORS) with the UK Reproducibility Network Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns Self-Determination Theory in HCI: Shaping a Research Agenda Themes Game Data Player Research Previous Next

  • Evaluating generalisation in general video game playing

    < Back Evaluating generalisation in general video game playing Link Author(s) M Balla, SM Lucas, D Perez-Liebana Abstract More info TBA Link

  • iGGi Con 2023 – It’s A Wrap | iGGi PhD

    < Back iGGi Con 2023 – It’s A Wrap 13 Short Talks, 30 Posters, 12 Game Demos, 4 Knowledge Exchange Presentations, 6 coffee breaks, 3 Keynotes, 1 Drinks Reception, 4 Workshops, 4 Buzz Sessions, 2 Lunches, 1 Mini Expo and many hours of chat + networking later, AND IT’S A WRAP! We loved this year’s iGGi conference at Queen Mary University of London – thank you so much to everyone who could make it! Soon to come: Watch this space for pictures and highlights of the event. Twitter coverage of the event was via our dedicated conference twitter (aka “X”) here Footage of selected talks will also be published on our iGGi YouTube channel, in a few weeks. A special big THANKS goes out to the following: This year’s Conference Organising Committee, for their amazing work ( Laurissa Tokarchuk , Jeremy Gow , James Goodman , Nirit Binyamini Ben Meir , Peyman Hosseini , Yu-Jhen Hsu , Lauren Winter , Jozef Kulik , Susanne Binder ) Non-committee iGGi Admin who helped relentlessly with the preparations ( Tracy Dancer , Shopna Begum , Helen Tilbrook , Oliver Roughton) iGGi Con Sponsors Sony Interactive Entertainment for their generous donation towards food and drinks Our this year’s three Keynote Speakers (Vanessa Volz, Aleena Chia, Joe Cutting) for their insightful contributions Our iGGi Industry Partners who participated in the Expo All the iGGis who held Talks, Presentations or Workshops, and/or provided Posters or Demos And of course, the 200 attendees who turned the event into the success that it was. Last but not least, remember: The next iGGi Con will be 11+12 September 2024 at York! See you there! Previous 15 Sept 2023 Next

  • A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio

    < Back A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio Link Author(s) J Kulik, P Cairns Abstract More info TBA Link

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The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is a leading PhD research programme aimed at the Games and Creative Industries.

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