Search Results
Results found for empty search
- Modelling early user-game interactions for joint estimation of survival time and churn probability
< Back Modelling early user-game interactions for joint estimation of survival time and churn probability Link Author(s) V Bonometti, C Ringer, M Hall, AR Wade, A Drachen Abstract More info TBA Link
- The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation
< Back The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation Link Author(s) E Petrovskaya, D Zendle Abstract More info ! Widget Didn’t Load Check your internet and refresh this page. If that doesn’t work, contact us. TBA Link
- Twitchchat: A dataset for exploring livestream chat
< Back Twitchchat: A dataset for exploring livestream chat Link Author(s) C Ringer, M Nicolaou, J Walker Abstract More info TBA Link
- Riot Games
iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. Riot Games
- Utilising VIPER for Parameter Space Exploration in Agent Based Wealth Distribution Models
< Back Utilising VIPER for Parameter Space Exploration in Agent Based Wealth Distribution Models Link Author(s) OJ Scholten, RJ Spick, KA Hawick Abstract More info TBA Link
- An Exploratory Analysis of Student Experiences with Peer Evaluation in Group Game Development Projects
< Back An Exploratory Analysis of Student Experiences with Peer Evaluation in Group Game Development Projects Link Author(s) A Mitchell, M Scott, J Walton-Rivers, M Watkins, W New, D Brown Abstract More info TBA Link
- Ms. Pac-Man Versus Ghost Team CIG 2016 Competition
< Back Ms. Pac-Man Versus Ghost Team CIG 2016 Competition Link Author(s) PR Williams, D Perez-Liebana, SM Lucas Abstract More info TBA Link
- Dan Cooke
< Back Dan Cooke University of York iGGi PG Researcher Available for placement Dan has a keen interest in the world of finance and how traditional finance interacts with the games industry. He is interested in how criminals use videogame ecosystems for crime and money laundering purposes. He has a background in Accounting and Finance and graduated with a MA in Applied Accounting from De Montfort University in 2019. Outside of his professional life he has an interest in E-Sports and competitive gaming and the content creation and monetisation of these industries. His research interests include money laundering in secondary video game markets, video game monetisation and how users experience with monetisation and secondary markets. A description of Dan’s research: Detecting money laundering in video games through secondary marketplaces Dan’s research has a focus on how criminals can use secondary video game markets for the purposes of money laundering. This includes using internal (developer supported) and external (community ran) systems for the purposes of money laundering. His research aims to identify the scale of the issue and provide ways to identify laundering in these markets as well as investigating safeguards that could be implemented in order to mitigate the risks of money laundering occurring in video game secondary markets. dan.cooke@york.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Supervisor(s): Dr David Zendle Featured Publication(s): Money laundering through video games, a criminals' playground Themes Esports Game Data Player Research - Previous Next
- Toby Best
< Back Toby Best Queen Mary University of London iGGi PG Researcher Available for placement Toby has always held video games as an integral part of his livelihood, ever since catching his first Pokémon on the Game Boy Color. The ever-developing evolution of technology, from the humble NES and R.O.B. preventing the video game market crash in 1983, to the Wii’s motion controls, to augmented and virtual reality today, has been a key inspiration, and one of the reasons why he studied Mathematical Computation at University College London. He also has a keen interest in tabletop roleplaying games, such as Dungeons & Dragons and Pathfinder. His research interests involve the potential of combining roleplaying games' collective storytelling and interactive narrative with the power of artificial intelligence and deep learning. A description of Toby's research: Artificial Intelligence is the field of creating digital agents capable of decision-making and rational thought to fulfil a core goal or aspect. For tabletop and video games, an implemented AI would attempt to ‘solve’ the game by finding optimal winning strategies. However, tabletop role-playing games (TTRPGs) are driven by the power of collective storytelling and interactive narrative, as opposed to set rules, and therefore have a more open-ended goal - maximising player enjoyment for all participants. This involves a Game Master (GM) player as both narrator and referee, controlling the non-playable characters (NPCs) and the campaign behind the screen, whereas players usually control one player character (PC) each to interact with the world. There is no ‘failure’ state compared to traditional games, as campaigns can continue until players lose interest or the narrative is ‘complete’; even all PCs dying (known as a total party kill) can drive the narrative in a new direction. This project aims to study and piece together the different elements that would go into a Game Master AI, building on current state-of-the-art game-playing AI, such as Director AIs in games such as Valve’s ‘Left 4 Dead’, and studying the implications of such developments for players and game designers alike. For example, whether it could replicate the playing experiences of a human GM as a replacement, or enhance the experience by working with a human GM. t.j.best@qmul.ac.uk Email Mastodon https://l0rdr0b.github.io/ Other links Website https://www.linkedin.com/in/toby-best-776336136/ LinkedIn BlueSky https://github.com/L0RDR0B Github Supervisors: Dr Alena Denisova Dr Raluca Gaina Prof. Simon Lucas Featured Publication(s): "Journeys in the Dark"-Towards Game Master AI in Complex Board Games Why Choose You?-Exploring Attitudes Towards Starter Pokémon Themes Design & Development Game AI Player Research Previous Next
- ESL UK
iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. ESL UK
- Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games
< Back Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games Link Author(s) D Zendle, N Ballou, J Cutting, E Petrovskaya Abstract More info TBA Link
- An appraisal-based chain-of-emotion architecture for affective language model game agents
< Back An appraisal-based chain-of-emotion architecture for affective language model game agents Link Author(s) M Croissant, M Frister, G Schofield, C McCall Abstract More info TBA Link