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- TAG: Pandemic Competition
< Back TAG: Pandemic Competition Link Author(s) RD Gaina, M Balla Abstract More info TBA Link
- Metrics of games-with-a-purpose for NLP applications
< Back Metrics of games-with-a-purpose for NLP applications Link Author(s) J Chamberlain, R Bartle, U Kruschwitz, C Madge, M Poesio Abstract More info TBA Link
- Dr Lina Gega
< Back Dr Lina Gega University of York Supervisor Qualified both as a nurse and a psychological therapist, Lina is a senior member of the Mental Health and Addictions Research Group (MHARG) at the University of York, where she leads research under the Digital Mental Health Theme. She has published widely on computer-based therapies and virtual environments. Lina's work on technology-mediated interventions and training formed an impact case study was submitted to 2014 Research Excellence Framework as part of Psychology, Psychiatry and Neuroscience. Lina’s current work focuses on interventions to improve health and quality of life for children and young people with mental health problems. She has led the development and evaluation of a purposeful game to treat phobias in children, and of an innovative virtual environments system to assist psychological therapy and skills training. She co-leads the digital theme for the Closing the Gap (CTG) Network, funded by UK Research and Innovation (UKRI). The Network’s digital theme explores how technologies, including gaming, can be used to improve the physical health of people with severe mental illness, especially schizophrenia and bipolar affective disorder. An experienced University teacher, supervisor and examiner, Lina welcomes students with a design, engineering or behavioural sciences background who are interested in applied games research in the field of mental health, with a focus on: development and ‘proof-of-concept’ studies of purposeful games to improve mental health outcomes and social communication skills in children and young people. adaptation and evaluation of gamified applications to improve physical health outcomes with people whose motivation and information processing are affected by severe mental illness. Research themes: Game Design Games with a Purpose Player Experience Gamified Mental Health Interventions Email lina.gega@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Player Research - Previous Next
- Understanding and Strengthening the Computational Creativity Community: A Report From The Computational Creativity Task Force.
< Back Understanding and Strengthening the Computational Creativity Community: A Report From The Computational Creativity Task Force. Link Author(s) JM Cunha, S Harmon, C Guckelsberger, A Kantosalo, PM Bodily, K Grace Abstract More info TBA Link
- Clip-guided gan image generation: An artistic explorationClip-guided gan image generation: An artistic exploration
< Back Clip-guided gan image generation: An artistic explorationClip-guided gan image generation: An artistic exploration Link Author(s) A Smith, S Colton Abstract More info TBA Link
- “Clinically significant distress” in Internet Gaming Disorder: An individual participant meta-analysis
< Back “Clinically significant distress” in Internet Gaming Disorder: An individual participant meta-analysis Link Author(s) N Ballou, D Zendle Abstract More info TBA Link
- Learning dynamic graffiti strokes with a compliant robot
< Back Learning dynamic graffiti strokes with a compliant robot Link Author(s) D Berio, S Calinon, FF Leymarie Abstract More info TBA Link
- Post-anthropocentric design lab (PADLab).
< Back Post-anthropocentric design lab (PADLab). Link Author(s) D Barrios-O'Neill, M Pauzner, O Kutok, O Stadnuk, N Binyamini Ben Meir, ... Abstract More info TBA Link
- Not all fun and games: The design and evaluation of a game to increase intrinsic motivation in learning programming
< Back Not all fun and games: The design and evaluation of a game to increase intrinsic motivation in learning programming Link Author(s) E Petrovskaya Abstract More info TBA Link
- Advancing Methodological Approaches in Affect-Adaptive Video Game Design: Empirical Validation of Emotion-Driven Gameplay Modification
< Back Advancing Methodological Approaches in Affect-Adaptive Video Game Design: Empirical Validation of Emotion-Driven Gameplay Modification Link Author(s) M Croissant, M Frister, G Schofield, C McCall Abstract More info TBA Link
- Intelligent Games and Game Intelligence at Develop:Brighton 12-14 July | iGGi PhD
< Back Intelligent Games and Game Intelligence at Develop:Brighton 12-14 July Want to improve the relationship between your game AI and your players? Or polish your VR character’s social interaction skills? Or discuss the latest academic research in the metaverse? Or just chance a flirt with Amy Smith ’s @artbhot? We are super excited to announce that @iggiphd will be attending @developconf in full force with 3 talks and over 20 researchers. This is our first big event since the pandemic and we are stoked! Who else is coming? We would love to meet you all at our stand! Click here for more information. Previous 2 Jul 2022 Next
- IGGI on Industry Impact | iGGi PhD
< Back IGGI on Industry Impact As the Easter Break is approaching fast, IGGI Year 1 students can report the successful conclusion of the last in a total of four modules: The Impact and Engagement Training. The course (usually held at Queen Mary University of London) was online this year, running over two weeks. The module encourages students to explore the potential impact of their research on the games industry in view of different aspects such as creativity, society, culture, economy, politics, etc. Students discuss feasibility and effectiveness of available engagement tools that can be utilised to create and maximise the envisaged impact. Rooted in the real-world, in true IGGI style, the training included talks by a wide range of invited guest speakers who brought their experience and expertise to the (virtual) table. On that note, a MASSIVE THANKS goes to AI Factory , Women in Games , BAME in Games , Sony , Game Republic , Fusebox Games , Player Research , UKIE , aiandgames.com , and Science Fiction author Matthew de Abaitua for their insightful talks and for representing the industry’s multifaceted perspective. A shoutout also to the IGGI academics and PhD students who contributed! Previous 1 Apr 2021 Next




