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- 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
- Win or learn fast proximal policy optimisation
< Back Win or learn fast proximal policy optimisation Link Author(s) DS Ratcliffe, K Hofmann, S Devlin Abstract More info TBA Link
- ReferentialGym: A Nomenclature and Framework for Language Emergence & Grounding in (Visual) Referential Games
< Back ReferentialGym: A Nomenclature and Framework for Language Emergence & Grounding in (Visual) Referential Games Link Author(s) K Denamganaï, JA Walker Abstract More info TBA Link
- Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns
< Back Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns Link Author(s) N Ballou, S Deterding, I Iacovides, L Helsby Abstract More info TBA Link
- Philip Smith
< Back Philip Smith Queen Mary University of London iGGi PG Researcher Available for placement I was born and raised in Bermuda, a small island in the Atlantic Ocean with an approximate population of 65,000 people. I finished my undergraduate degree in Computer Science with a Specialist in Game Design at the University of Toronto. For my Master's degree, I studied Computer Games Technology at City, University of London. My goal is to help expand the use of video games from purely recreational activities to viable avenues for aiding in real world problems. A description of Philip's research: My research will be focusing on maximizing player engagement in gamified citizen science as a continuation of my Master's thesis. 'Citizen science' is the practice of employing volunteers from the general public for the collection and/or processing of data with respect to a scientific project. Gamified citizen science projects have relied upon prolonged engagement from volunteers, but the number of long-term participants have been unsatisfactory in current projects. This project attempts to address the lack of sufficient volunteer engagement in gamified citizen science projects. The aim is to build a framework meant to guide game designers in creating an engaging citizen science video game based on the values set by Self-Determination Theory (SDT). These values adhere to the theory’s concept of intrinsic and extrinsic motivators of engagement. Intrinsic motivation relies on the factors of player autonomy, competence, and relatedness during gameplay. Extrinsic motivation relies on external incentives to core gameplay such as in-game rewards. As part of my research, I am evaluating multiple game design frameworks focused on Applied Games and identifying the merits and flaws each have when applied to a citizen science context. The information I gather will formulate a prototype of the Framework that will be iterated upon through design workshops, development, and playtesting. p.c.smithii@qmul.ac.uk Email Mastodon Other links Website LinkedIn BlueSky https://pjsmith97.github.io/ Github Themes Applied Games Design & Development - Previous Next
- 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
- Permalife of the Archive: Archaeogaming as Queergaming
< Back Permalife of the Archive: Archaeogaming as Queergaming Link Author(s) F Smith Nicholls Abstract More info TBA Link
- UKRN Local Network Lead Guidebook
< Back UKRN Local Network Lead Guidebook Link Author(s) UKR Network, SJ Westwood, DL Hird, N Ballou, M Belyk, C Bokhove, ... Abstract More info TBA Link
- Dr Anna Bramwell-Dicks
< Back Dr Anna Bramwell-Dicks University of York Supervisor Anna Bramwell-Dicks has an interdisciplinary background which started in Electronics and Music Technology before taking a sideways move to the field of Human-Computer Interaction research. She likes to combine her underlying interest in sound and music with applied psychology and creativity. She is very interested in research involving multimodal interaction (e.g. using audio, haptics, smell and/or proprioception as well as visuals within interfaces) particularly where audio is used to affect user’s behaviour or experiences. She is also very interested in accessibility research and any research in the application area of mental health and mental illness. As a lecturer in Web Development and Interactive Media, based in TFTI, Anna is always interested in work that involves designing and evaluating novel and interesting user experiences, particularly where that leads to the option to create fun, engaging, accessible experiences. She likes to work across a range of application areas ranging from learning environments to e-commerce to escape rooms and cultural exhibits! Anna is keen to work with students who want to design and develop gamified systems to support people with disabilities, physical or mental illness. Or, those who are also interested in multimodal experiences. Research themes: Accessibility Multimodal and multisensory systems Research methods anna.bramwell-dicks@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/anna-bramwell-dicks-2b941a28/ LinkedIn BlueSky Github Themes Accessibility Applied Games Design & Development Game Audio Player Research - Previous Next
- Turning Zeroes into Non-Zeroes: Sample Efficient Exploration with Monte Carlo Graph Search
< Back Turning Zeroes into Non-Zeroes: Sample Efficient Exploration with Monte Carlo Graph Search Link Author(s) M Tot, M Conserva, DP Liebana, S Devlin Abstract More info TBA Link
- Ruizhe Yu Xia
< Back Ruizhe "Jay" Yu Xia Queen Mary University of London iGGi PG Researcher Available for placement Ruizhe has bachelor degrees in Mathematics and Physics and a master's degree in Artificial Intelligence. After a short time as a consultant he decided to pursue research into what got him into AI in the first place: game agents. He enjoys games of all kinds, but strategy and RPG games occupy a sizeable portion of his collection. AI agents that perform with superhuman skill in increasingly complex games have appeared in recent years, but these agents are not always useful to game developers. Players within a game exhibit significant variance in their skill levels and play styles. Therefore, game agents with similar variance would better represent the player base. The research Ruizhe proposes will focus on three areas: measuring skill and play styles, developing game agents that mimic a range of human play styles and skill levels, and making these agents human-like. Upon successful completion, this research will improve the game development process via automated playtesting and will enable the development of AI agents that are more engaging and interactive. r.yuxia@qmul.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/ruizheyuxia/ LinkedIn BlueSky Github Supervisor: Prof. Simon Lucas Dr Jeremy Gow Themes Game AI Game Data - Previous Next
- Mek: Mechanics prototyping tool for 2d tile-based turn-based deterministic games
< Back Mek: Mechanics prototyping tool for 2d tile-based turn-based deterministic games Link Author(s) R Volkovas, M Fairbank, JR Woodward, S Lucas Abstract More info TBA Link





