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- 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
- Ivan Bravi
< Back Dr Ivan Bravi Queen Mary University of London iGGi Alum Ivan Bravi has obtained his B.Sc and M.Sc in Engineering of Computer Systems at the Politecnico di Milano, Italy. From January to July 2016 he was Visiting Scholar at the NYU’s Game Innovation Lab in New York, under the supervision of Prof. Julian Togelius. Since October 2017 he's an IGGI PhD student at Queen Mary University of London under the supervision of Simon Lucas. Ivan has published several workshop and conference papers in different venues such as IJCAI, Evostar, CIG, FDG, AAAI and CoG. Automatic playtesting of games can significantly streamline the process of designing, developing and releasing a game. It is also a possible application of Artificial General Intelligence (AGI): having a set of flexible algorithms that can play games regardless of their type decouples the two problems (playtesting and developing AGI algorithms) advancing both independently. When it comes to developing new AGI algorithms for game-playing a crucial characteristic is the ability of expressing different behaviours. Most of the research has focused on peak performance game-playing agents, this research project instead focuses on producing agents that are able to show different playing styles (behaviours) with no explicit domain information embedded in the algorithm. Behavioural expressivity arises from the parameterisable components of an algorithm. In classical Statistical Forward Planning (SFP) it is very straightforward to adjust these, e.g. how far ahead it's planning. A very important component of SFP algorithms is the heuristic function used to evaluate the quality of game states. Being able to define heuristics in a game-agnostic manner is a key element in maintaining the algorithms generally. i.bravi@qmul.ac.uk Email Mastodon Other links Website LinkedIn BlueSky https://github.com/ivanbravi Github Supervisor(s): Dr Diego Pérez-Liébana Prof. Simon Lucas Featured Publication(s): Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting Self-adaptive MCTS for General Video Game Playing Rinascimento: Playing Splendor-Like Games With Event-Value Functions Rinascimento: searching the behaviour space of Splendor Rinascimento: using event-value functions for playing Splendor Learning local forward models on unforgiving games Rinascimento: Optimising statistical forward planning agents for playing splendor A local approach to forward model learning: Results on the game of life game Game AI hyperparameter tuning in rinascimento Efficient evolutionary methods for game agent optimisation: Model-based is best Shallow decision-making analysis in general video game playing Evolving UCT alternatives for general video game playing Evolving game-specific UCB alternatives for general video game playing Themes Game AI Player Research - Previous Next
- Luiza Gossian
< Back Luiza Gossian Queen Mary University of London iGGi PG Researcher Available for placement Luiza is a multidisciplinary researcher, game designer and developer interested in translating real world concepts into engaging game mechanics. She is passionate about creating games that can encourage an understanding of ourselves and the socially connected world we live in. Luiza is also an experienced painter, graphic designer and photographer and uses her visual skills and psychology background to prototype experimental game designs, design game documentation and craft atmospheric experiences. A description of Luiza's research: How can a subject as serious as genocide be successfully and respectfully translated into a casual game? Difficult subjects are often implemented with polar opposite approaches in games: either they are made to be highly emotional, socially conscious games that portray the gravity of a situation, yet are only played by those already informed and aware; or they are pure entertainment games that turn these subjects into wild amusement parks that appeal to broader gamer audiences yet do nothing to appropriately address the themes they glorify. Within this polarity there exists the potential to create games that tackle more serious subjects yet do so in a way that is more lighthearted and entertaining, and therefore more likely to reach the audiences who stand to gain the most. In her research, Luiza is exploring how to design games about genocide that break away from traditional approaches and embrace the ludic potential of games. Drawing on theories of intergroup and cultural psychology, as well as her own experiences, she is exploring how these difficult themes can be explored in engaging, effective and informative ways. Currently, she is developing a hypercasual game that abstracts the ten stages of genocide to be used as an educational primer, a Tetris-esq game that uses social media and government sources to present the realities of refugees fleeing their homes, and a cosy mystery-adventure game which enables players to uncover historical crimes in a far away land. l.gossian@outlook.com Email Mastodon http://www.gossianblurs.com/ Other links Website https://www.linkedin.com/in/lu-goss/ LinkedIn https://bsky.app/profile/lugossian.bsky.social BlueSky Github Supervisors: Prof. Sebastian Deterding Dr Anne Hsu Themes Applied Games Design & Development - Previous Next
- Timea Farkas
< Back Dr Timea Farkas Goldsmiths iGGi Alum Timea is a researcher striving to understand how people engage with technologies—broadly defined—in their everyday lives, and how new technologies can enhance people's experiences of play, creative expression, and beyond. She has always been drawn to learning new things, with a background ranging from creative arts through games to science, which allows her to apply an interdisciplinary outlook towards research. She holds an MA in Sonic Arts from the University of Sheffield and has graduated with a First Class (Hons) degree in music composition and technology with a special award for outstanding achievement and collaboration. A description of Timea's research: This research project centres around understanding board game players' relationship with the immersive capabilities of hybrid board games - board games with a digital component - through finding novel interactions which strengthen the sensory elements of tabletop games. By focusing on physical board game pieces as alternative input devices to touch screens, the goal is to explore the design space of analogue-digital hybrids with a player-centric approach. farkasmarimba@gmail.com Email Mastodon Other links Website https://www.linkedin.com/in/timeafarkas/ LinkedIn BlueSky Github Featured Publication(s): Exploring the Design Space of Analogue-Digital Hybrid Boardgames Using a Player-Centric Approach How Boardgame Players Imagine Interacting With Technology The Effects of a Soundtrack on Board Game Player Experience A Grounded Analysis of Player-Described Board Game Immersion Themes Creative Computing Immersive Technology Player Research - Previous Next
- Tamsin Isaac
< Back Tamsin Isaac University of York iGGi PG Researcher Available for placement Tamsin has been a lifelong gamer ever since receiving her first Game Boy and has always been fascinated by how people engage with games—both emotionally and behaviourally. She joined the iGGi CDT in 2023 after completing a BSc and MSc in Psychology at the University of Plymouth, where she developed a growing interest in how psychological principles such as motivation and disengagement apply not just to players, but to the systems they interact with. Her PhD research focuses on limited-time events (LTEs) in digital games—temporary content used to drive engagement and re-engagement. By exploring how LTEs influence player engagement, disengagement, and return play in live-service games, her work aims to bring clarity to this rapidly evolving area of game design. She is currently developing a cross-platform taxonomy of LTEs through large-scale content analysis of over 1,000 top-charting mobile and PC games. Alongside this, she is conducting an ongoing diary-plus-interview study to explore how players experience these events in everyday play. Tamsin’s research investigates how different LTE formats affect sustained engagement, disengagement, and re-engagement, with the goal of informing more ethical and effective event design for both players and developers. She is open to Knowledge Exchange opportunities with game studios interested in analysing live-service events, player behaviour, and re-engagement strategies using live data or design insights. When not writing about or analysing games, Tamsin enjoys baking, reading, playing cosy indie games, and quietly grinding dailies. tamsin.isaac@york.ac.uk Email Mastodon http://www.tamsinisaac.com Other links Website http://www.linkedin.com/in/tamsinisaac LinkedIn https://bsky.app/profile/tamsinisaac.bsky.social BlueSky Github Supervisor: Prof. Paul Cairns Themes Applied Games Design & Development Player Research https://www.youtube.com/watch?v=n32ngtGYNQ8 Previous Next
- Oliver Withington
< Back Oliver Withington Queen Mary University of London iGGi PG Researcher Available for post-PhD position Oliver Withington is a AI and games researcher working on novel methods for evaluating content generation systems for games. Following a successful career in the healthcare technology industry he decided to combine his life long love of games and interest in AI research into a PhD with the iGGi CDT in 2020. He lives in London with his wife and two young daughters, and when he is not writing about, thinking about, or talking about games you can probably find him in either his local bouldering gym, or in the park either pursuing or being pursued by two small children. A description of Oliver's research: Oliver's primary motivation is to make the evaluation of novel content generators more standardised, robust and straightforward for both researchers and game designers. Currently his focus is on techniques for producing informative visualisations of the output spaces of content generators. His work has been published at many of the leading conferences in his field, and he has also taken his work and ideas to the game industry, most recently in the form of a talk at GDC 2025's AI Summit. owithington@hotmail.co.uk Email Mastodon http://owithington.co.uk Other links Website https://www.linkedin.com/in/oliver-withington-909052bb/ LinkedIn BlueSky https://github.com/KrellFace Github Supervisors: Dr Jeremy Gow Dr Laurissa Tokarchuk Featured Publication(s): Exploring Minecraft Settlement Generators with Generative Shift Analysis HarmonyMapper: Generating Emotionally Divers Chord Progressions for Games. The Right Variety: Improving Expressive Range Analysis with Metric Selection Methods Visualising Generative Spaces Using Convolutional Neural Network Embeddings Compressing and Comparing the Generative Spaces of Procedural Content Generators Illuminating Super Mario Bros: quality-diversity within platformer level generation Themes Creative Computing Design & Development Game AI https://www.youtube.com/watch?v=4m1gYriq_pc Previous Next
- Dr David Zendle
< Back Dr David Zendle University of York Supervisor David Zendle is an active researcher into the effects of both video games and gambling, and is the author of several key references on the topic of video game monetisation. His most well-known publications deal with the potential effects of loot boxes. His recent work focuses on understanding the diversity of ways that video game play impacts wellbeing, and involves the analysis of large-scale datasets of player behaviour and spending. David is an academic affiliate of the Behavioural Insights Team and holds a research position within the NHS. He is particularly interested in building evidence-based policy in the domain of video game regulation, and has provided oral testimony on video game effects to a variety of government investigations across the globe. David is particularly interested in supervising students with an industry, economics, legal, or behavioural sciences background. He is interested in work on the following topics: The long-term effects of video game play (both positive and negative) Video game monetisation Video game regulation and policy Dark video game design Research themes: Game Analytics Game effects Game policy david.zendle@york.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes Game Data Player Research - Previous Next
- Erin Robinson
< Back Erin Robinson University of York iGGi PG Researcher Erin Robinson is a multimedia artist, experimental musician and PhD Researcher from London. Her work primarily involves the design of interactive installations, where she takes a participatory approach to evolving visual-scapes, but also takes form in fixed media, sound art, free improvisation, live visuals and immersive experiences. Her work critically engages with the concepts of posthumanism and postmodernism, exploring notions of authenticity and existence in the digital anthropocene by blurring lines between organic and non-organic entities, reality and virtuality, self and otherness. She is a founding member of SubPhonics, an experimental music and sound art collective based in London. Recent works include ‘Flora_Synthetica’, shown at Peckham Digital 2024, and ‘Pluriversal Perspectives: Moss’, shown at the South London Botanical Institute and Conference for Designing Interactive Systems (Copenhagen) 2024. A description of Erin's research: "My research adopts a practice-based approach to exploring participant-contributed materials, a technique positioned at the intersection of participatory and new media arts. This interactive technique enables participants to contribute aesthetic and semiotic materials to new media artworks through open forms of interaction, including but not limited to, text input, drawing, and video feed. Although both participatory and new media artistic practices involve audience engagement, traditional interactive media often impose restrictive computational frameworks. In contrast, participatory practices, typically conducted in person, allow participants greater freedom, resulting in deeper engagement and more diverse, unexpected outcomes that reflect the audience's perspectives and behaviours. This research underscores the potential of digital artworks to provide more expansive and identity-reflecting experiences by incorporating participant-contributed materials. By using strengths of participatory practices, digital artworks can achieve a richer and more personalised form of interaction, and meaningful engagement with audiences." erin.robinson@york.ac.uk Email Mastodon Other links Website LinkedIn BlueSky https://github.com/erinrrobinson Github Supervisor(s): Prof. Sebastian Deterding Themes Design & Development Immersive Technology - Previous Next
- Prof Simon Lucas
< Back Prof. Simon Lucas Queen Mary University of London iGGi Co-Investigator Supervisor Simon Lucas is a professor of Artificial Intelligence and Head of the School of Electronic Engineering and Computer Science at Queen Mary University of London where he also heads the Game AI Research Group. He holds a PhD degree (1991) in Electronics and Computer Science from the University of Southampton. He is the founding Editor-in-Chief of the IEEE Transactions on Games and co-founded the IEEE Conference on Games. His research involves developing and applying computational intelligence techniques to build better game AI, use AI to design better games, provide deep insights into the nature of intelligence and work towards Artificial General Intelligence. He is the QMUL lead for the EPSRC-funded CDT in Intelligent Games and Game Intelligence (IGGI). He has supervised more that 15 PhD students to completion, most of them in Game AI. Research themes: Game AI Agents (RL, Monte Carlo Tree Search, Rolling Horizon Evolution) Learning Forward Models Automated Game Design, Procedural Content Generation Game AI for real-world problem solving simon.lucas@qmul.ac.uk Email Mastodon https://www.eecs.qmul.ac.uk/profiles/lucassimon.html Other links Website LinkedIn BlueSky https://github.com/simon-lucas Github Themes Game AI - Previous Next
- Prof William Latham
< Back Prof. William Latham Goldsmiths iGGi Co-Investigator Supervisor William Latham is well known for his pioneering organic computer art created in the 80s and early 90s whilst a Research Fellow at IBM in Winchester. In 1993 he moved into Rave Music setting up a small studio in Soho, creating album covers, stage designs and videos for bands including The Shamen for three years. He then worked for ten years as Creative Director and CEO of a large computer games development company, with studios in London and Brighton, creating PC and console games published by Vivendi Universal, SONY and Warner Bros. Among the games he has produced were Evolva for Virgin Interactive, and the hit game The Thing for Vivendi Universal for Xbox, PlayStation, PC. based on the famous John Carpenter horror movie set in Antarctica. In 2007, he became a Professor in Computing at Goldsmiths, where he works on research projects with Imperial College, York University, and the Oxford Weatherall Institute. His recent "Mutator VR" Sci-Fi art experience developed at Goldsmiths for the HTC Vive has been exhibited to much acclaim in galleries and museums Shanghai, Venice, Kyoto, Dusseldorf and St. Petersburg. William was an undergraduate student at Christchurch College, Oxford University, and a postgraduate student at The Royal College of Art. His book on interactive evolutionary design, “Evolutionary Art and Computers” is cited as a leading publication in this domain. He is Director of SoftV Ltd, a company which develops Neuroscience Patient mobile Games Apps for the NHS in Unity, and is a co-founder of London Geometry Ltd. w.latham@gold.ac.uk Email Mastodon https://www.mutatorvr.co.uk Other links Website https://www.linkedin.com/in/william-latham-757326/ LinkedIn BlueSky Github Themes Creative Computing Immersive Technology - Previous Next
- Dr Diego Perez-Liebana
< Back Dr Diego Pérez-Liébana Queen Mary University of London iGGi Industry Liaison Supervisor Born in Madrid (Spain) and living in London (United Kingdom), I am a Senior Lecturer in Computer Games and Artificial Intelligence at Queen Mary University of London. I hold a PhD in Computer Science from the University of Essex (2015) and a Master degree in Computer Science from University Carlos III (Madrid, Spain; 2007). My research is centered in the application of Artificial Intelligence to games, Tree Search and Evolutionary Computation. At the moment, I am especially interested on General Video Game Playing and Strategy games, which involves the creation of content and agents that play any real-time game that is given to it, and research in Abstract Forward Models. I have recently been awarded with an EPSRC grant on Abstract Forward Models for Modern Games. I am author of more than 100 papers in the field of Game AI, published in the main conferences of the field of Computational Intelligence in Games and Evolutionary Computation. I have publications in highly respected journals such as IEEE TOG and TEVC. I have also organised international competitions for the Game AI research community, such as the Physical Travelling Salesman Competition, and the General Video Game AI Competition, held in IEEE (WCCI, CIG) and ACM (GECCO) International Conferences. I also experience in the videogames industry as a game programmer (Revistronic; Madrid, Spain), with titles published for both PC and consoles. I worked as a software engineer (Game Brains; Dublin, Ireland), where I oversaw the development of AI tools that can be applied to the latest industry videogames. I am particularly interested in supervising students with background on applications of Tree Search or Evolutionary Algorithms for strategy games. Research Themes: Game AI Rolling Horizon Evolutionary Algorithms. Monte Carlo Tree Search Statistical Forward Planning methods. Strategy Games. diego.perez@qmul.ac.uk Email Mastodon https://diego-perez.net Other links Website https://www.linkedin.com/in/diegoperezliebana/ LinkedIn BlueSky https://github.com/diegopliebana Github Themes Game AI Game Data - Previous Next
- Prof Anders Drachen
< Back Prof. Anders Drachen Supervisor Anders Drachen, PhD, (born 1976) is a Professor at the Department of Computer Science, with Digital Creativity Labs and Weavr at the University of York (UK). His work in games research is focused on user behavior, user experience and audience engagement and the application of data science, information systems modelling, business intelligence, design and Human-Computer Interaction in these domains. His research and professional work are carried out in collaboration with companies across the Creative Industries, from big publishers to indies. He is recognized as one of the most influential people in his domains of work and have authored over a hundred publications with international colleagues across industry and academia. Having lived and worked on four different continents, Anders Drachen has had the mixed pleasure of fending off three shark attacks in Africa and Australia. He is also the youngest Dane in history to publish a cooking book – dedicated to ice cream. Research themes: Data Science, Analytics, Machine Learning in Interactive Media Big Data, behavior- and social media analytics in the Creative Industries Data Mining and Business Informatics in the Creative Industries Data-Driven Storytelling and Audience Engagement Games User Research and User Experience in Games Data-Driven Design and Development Human-Computer Interaction Esports and Sports Analytics Behavioral/Market Analytics and Business Intelligence Entrepreneurship in the Creative Industries Blockchain and Cryptocurrencies anders.drachen@york.ac.uk Email Mastodon https://www.andersdrachen.com Other links Website https://www.linkedin.com/in/drachen/ LinkedIn BlueSky Github Themes Design & Development Esports Game Data Player Research - Previous Next













