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- Learning to see
< Back Learning to see Link Author(s) M Akten Abstract More info TBA Link
- Investigating the non-disruptive measurement of immersive player experience
< Back Investigating the non-disruptive measurement of immersive player experience Link Author(s) MT Aung Abstract More info TBA Link
- What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts
< Back What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts Link Author(s) S McDougall, I Reppa, J Kulik, A Taylor Abstract More info TBA Link
- Making Space for Social Time: Supporting Conversational Transitions Before, During, and After Video Meetings
< Back Making Space for Social Time: Supporting Conversational Transitions Before, During, and After Video Meetings Link Author(s) C Gonzalez Diaz, J Tang, A Sarkar, S Rintel Abstract More info TBA Link
- iGGi Conference 2022 | iGGi PhD
< Back iGGi Conference 2022 Mark the date - the next iGGi conference is coming your way! 06 - 07 September 2022 at York The iGGi Conference is an annual event organised by Postgraduate Researchers (PGRs) and Staff of the iGGi Centre for Doctoral Training. This year, iGGi CON will take place 06-07 September in York (in-person event). What happens at iGGi CON? iGGi PGRs showcase their current projects Keynotes, Talks, Panels, and Workshops involving members from games industry and academia who discuss future developments in digital games and other issues relevant to the community Networking Food, drinks, conversation, entertainment Who can attend? iGGi CON 2022 is a public event particularly aimed at members of the games industry (registration required). Come along and find out about new ideas, meet future employees, and steer the direction of research in the world’s largest games PhD programme. Registration now open! Follow this link for more info. Previous 8 Jun 2022 Next
- Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective
< Back Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective Link Author(s) E Petrovskaya, D Zendle Abstract More info TBA Link
- (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
< Back (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 Link Author(s) N Ballou Abstract More info TBA Link
- Karl Clarke
< Back Karl Clarke Queen Mary University of London iGGi PG Researcher Available for placement Karl Clarke is a PhD researcher focused on how virtual environments influence social interaction. He was born in England, grew up in the Middle East, and returned to the UK for university. He holds a Bachelor's and a Master's degree in Audio Technology. During the COVID-19 lockdown, he began exploring virtual reality after getting access to a headset, which led to a shift in focus toward social VR. He is now part of the Intelligent Games and Game Intelligence (iGGi) doctoral programme, where his research looks at how spatial layouts and group behavior are shaped by virtual environments in free-standing social settings. Outside of his research, Karl runs SONAR, a music group hosted in VRChat that uses social VR for live performance and shared listening experiences. Through this project, he has independently learned game development skills in 3D modelling, scripting, and a small amount of graphics programming. He is currently looking to collaborate with VR studios or social platforms working on immersive and social experiences. karl.clarke@qmul.ac.uk Email Mastodon https://linktr.ee/llamahat Other links Website https://www.linkedin.com/in/karl-clarke-york/ LinkedIn https://bsky.app/profile/llamahat.bsky.social BlueSky Github Supervisors: Themes Design & Development Immersive Technology Player Research Previous Next
- The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry
< Back The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry Link Author(s) D Zendle, C Flick, D Halgarth, N Ballou, J Cutting, A Drachen Abstract More info TBA Link
- Awareness of and engagement with Open Research behaviours: Development of the Brief Open Research Survey (BORS) with the UK Reproducibility Network
< Back Awareness of and engagement with Open Research behaviours: Development of the Brief Open Research Survey (BORS) with the UK Reproducibility Network Link Author(s) E Norris, K Clark, M Munafo, C Jay, J Baldwin, A Lautarescu, H Pedder, M Page, EM Rinke, C Burn, W Cawthorn, N Ballou, ... Abstract More info TBA Link
- Hexboard: A generic game framework for turn-based strategy games
< Back Hexboard: A generic game framework for turn-based strategy games Link Author(s) J Walton-Rivers, PR Williams, R Bartle Abstract More info TBA Link
- Illuminating Game Space Using MAP-Elites for Assisting Video Game Design
< Back Illuminating Game Space Using MAP-Elites for Assisting Video Game Design Link Author(s) M Balla, A Barahona-Rıos, A Katona, NP Pérez, R Spick Abstract More info TBA Link



