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  • Experimental Game Workshop - GDC 2023 | iGGi PhD

    < Back Experimental Game Workshop - GDC 2023 "The Game Developers Conference is a whole lot of fun. Every year tens of thousands of games industry people come together to talk, listen and party. Deal-makers abound – you can spot them a mile away – but the majority remains those that derive a simple joy in the urge to create games and explore ideas of new ways that people can get pleasure from interacting with games." writes iGGi Director Peter Cowling after his recent attendance of GDC 2023. You can read the full blogpost here: http://www.petercowling.com/egw-2023/ Previous 19 Apr 2023 Next

  • Mark the Date! iGGi Con 2024 - 11+12 Sep | iGGi PhD

    < Back Mark the Date! iGGi Con 2024 - 11+12 Sep The iGGi Conference is the annual showcase of our 60+ PhD Researchers, allowing a birds-eye view into their work, and a chance to bring academic research, innovation and the games industry together. Following the success of the conferences in 2022 and 2023, the iGGi Con 2024 will take place at the University of York. More information to follow in a few months. Previous 20 Oct 2023 Next

  • 2021 iGGi Brochure | iGGi PhD

    < Back 2021 iGGi Brochure Out now! The 2021 iGGi Brochure * lists profiles of all iGGi Researchers who actively participated in this year's iGGi Conference. Browse the linked pdf version (as well as the Students page on this site, of course) to find out more about individual iGGi PhD's current research. *Brochure design/layout by Timea Farkas Previous 8 Oct 2021 Next

  • Radical Alternate Futurescoping: Solarpunk Vs Grimdark Workshop | iGGi PhD

    < Back Radical Alternate Futurescoping: Solarpunk Vs Grimdark Workshop THIS NEWS ARTICLE WAS WRITTEN BY PRASAD SANDBHOR AND SARAH MASTERS ACADEMIC MINDTREK CONFERENCE Academic Mindtrek 2023 was an exciting conference based at Tampere University in Finland and focused on Human-Computer Interaction (HCI) that featured talks and workshops in research and development on games, gamification, human-nature interaction, AI, robotics and lots more, including punk game design!🌱🧷✨🤖 COLLABORATION Intelligent Games and Games Intelligence (IGGI) PhD researchers Prasad Sandbhor and Sarah Masters proposed and delivered a design and research workshop at Academic Mindtrek 2023 titled Alternate Radical Futurescoping: Solarpunk vs Grimdark. The workshop was conducted in a hybrid set-up and involved the co-creation of mock-ups of play experiences dealing with eco futures and climate action in solarpunk and grimdark themes. PARTICIPATION A dedicated website was created for the workshop that provided information about its purpose and enabled participant registrations. It was promoted over Twitter, Linkedin and various communities interested in climate change and game design. The workshop received 15 registrations. 11 participants (6 online, 5 in-person) took part in the workshop as 4 registrations got cancelled due to various reasons. The participants belonged to diverse backgrounds such as PhD and postdoctoral research in games and HCI (that included 2 iGGi PhD researchers), creative arts, future visioning and game design. Workshop slides and reference materials were emailed to all participants prior to the workshop in order to help them familiarise themselves with the topics and methods being used. Participants were given a choice of either forming a group or working by themselves to create a mock-up of a play experience concept. 4 participants (1 in-person, 3 online) opted to work by themselves as solo creators while the rest formed 2 groups (1 group of 4 participants in-person and 1 group of 3 participants online). 3 participants (1 in-person and 2 online) joined only the mock-up creation part of the workshop. WORKSHOP The workshop aimed at bringing people from diverse interdisciplinary backgrounds together to conceptualise speculative play experiences for climate change engagement. Therefore, the workshop format included the facilitation of mock-up co-creation, initiation of a community of radical alternate futurescopers and reflection on the design journeys followed to articulate the opportunities, risks, challenges and effects associated with working on solarpunk and grimdark genres. Details about the context, goals, format and schedule of the workshop are available as a workshop can be found here The workshop consisted of 4 phases - introduction, conceptualisation, mock-up creation, and critical reflection discussion. The slide deck provided here was used across all phases of the workshop. In the first phase, participants were introduced to solarpunk and grimdark genres and given prompts for mock-up creation. In the second phase, they were taken through hands-on exercises using Critical Game Design, Triadic Game Design, and Design Box methods to support them in ideating and developing their concepts. In the third phase, participants created conceptual mock-ups on the medium of their choice. The last phase of the workshop involved a showcase of the participants' mock-ups, followed by a thorough discussion and critical reflection session. They also reflected on their own emotional journeys during the workshop. The workshop used a dedicated Discord channel for collaboration and communication between the organisers and both online and in-person participants. An itch page was set up for hosting the mock-ups created during the workshop. OUTCOMES The workshop produced 6 mock-ups of play experience concepts that followed solarpunk and grimdark genres. Although the design brief to the participants expected them to choose one of the two genres, it was observed that all concepts preferred an amalgamation of the two genres. The concepts generated during the workshop included a game about surviving the winter of 2023 in Ukraine, an open world VR experience related to deep sea impacts of climate change, a grimdark game related to urban forests, a resource management game about developing green spaces in cities, a city building game dealing with flood management, and a strategy game on climate refugee migration conflict. In the fourth phase of the workshop, participants presented their play experience concepts using mock-ups and took part in a reflection exercise over a Miro board. The reflection exercise included 6 questions dealing with the design process followed, the challenges faced and the takeaways from the workshop. Preliminary insights are as follows: >> Reflections on the design process and workshop format - The format of the workshop was found helpful by the participants. They reported that the prompts given were useful in quickly deciding the topic and using it as an anchor for the design process involving the triadic game design framework and the design box method. >> Challenges faced - The participants noted that while ideating in the context of the prompt, it was easy to slip from one genre to the other as some prompts had an inherent inclination towards one of the genres (for instance, a prompt about the climate refugees aligned with grimdark genre more than solarpunk). Some participants found managing the scale or scope of the game topic difficult during the workshop. It was also shared that following solarpunk aesthetics in the limited time and resources was challenging. Another feedback comment related to the challenges said that it was hard to work with solarpunk as its overtly positive vibe was “killing the dramatic elements”. >> Feelings and takeaways - For most of the participants, the takeaways from the workshop were related to the design processes followed and game design strategies for designing and developing games and play experiences for future research. When asked about their feelings about the future in the context of climate change experienced during the mock-up creation journey, they said that the duration of the workshop was too short to observe the feelings. Here are a few selected participant comments on the question: “Did creating your mockup change the way you feelabout the future in the context of climate change, if so, how?” "Not sure if it made me feel differently about climate change, but definitely about using games to tackle the issue. And about the potential of both solarpunk and grimdark conventions to convey different ideas." “Tips the scale a bit, games have been a great way to spread your message and awareness as you immerse the player to think and live your world” “It was very illuminating; an alternative way of brainstorming and fleshing out solutions. I feel more optimistic about climate action.” Workshop and its outcomes CONCLUSION AND FUTURE WORK Overall, the workshop was successful in achieving its objectives. The participants learned new concepts and methods of design and were able to create innovative play experiences with a climate change lens. The critical reflection discussion helped them articulate the challenges of creating solarpunk and grimdark artefacts. The workshop and the conference also served as an opportunity to connect with other researchers working in the domains of climate change games and human nature interaction. We intend to work further on the mock-ups created during the workshop and the feedback comments gathered in the form of a research publication. ACKNOWLEDGEMENTS We want to give a big shoutout to all our amazing participants for their contributions. We couldn't have done it without you!🙌We would like to say thank you to Academic MindTrek Conference 2023 for hosting us and to IGGI - Intelligent Games & Game Intelligence for supporting us with its collaboration fund to make it happen.😊 Prasad Sandbhor, Sarah Masters Previous 3 Oct 2023 Next

  • iGGi 2021 CON | iGGi PhD

    < Back iGGi 2021 CON The iGGi 2021 Conference concluded last week and we look back on two days that were fully packed with Talks Keynotes Panels Workshops the customary iGGi Buzz Talks knowledge exchange + networking and not to forget, a much-needed dose of socialising + fun If you've missed some or (hopefully not) all of it - we've compiled selected recordings, so that you can catch up via YouTube at your own leisure. A MASSIVE THANK YOU to the team of conference organisers: Nick Ballou , Timea Farkas , Dan Gomme , Joe Hesketh , Bobby Khaleque , Charlie Ringer , Michael Saiger , Evelyn Tan , Marko Tot , Kyle Worrall - this could not have happened without your dedication, effort, and creative input!This year's IGGI 2021 CON took place online on gather.town : with customisable avatars and an engaging conference map it felt like the next best option to an in-person event. Having said that, we can't wait to run IGGI 2022 as a face-to-face experience again, and we are very much hoping to see you there!! Previous 17 Sept 2021 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

  • iGGi Con 2024 - It's A Wrap | iGGi PhD

    < Back iGGi Con 2024 - It's A Wrap Now in its 11th iteration, the iGGi Con once again proved to be a full success. Each year, the iGGi Con showcases latest advancements in games research and offers a networking platform where games industry members and academics working in games and adjacent fields can connect. The iGGi Con 2024 was held at the University of York in the Law and Sociology Building of Campus East and spanned over two days. Totaling 11 talks, 3 keynotes, 2 panels, 3 workshops, 3 buzz talk sessions and 28 posters. It hosted l 160 attendees from industry and academia. The iGGi Expo ran in parallel during the afternoon of conference day 1 and afforded conference attendees the opportunity to chat 1:1 with participating iGGi industry partners: a big thank you to everyone who took part! We were also excited to welcome a number of iGGi Alumni who joined the event and who were able to share stories and anecdotes from their time with as well as after iGGi, and we loved the insights and tips they offered! And of course, we're back next year, again at the University of York , so, make sure you SAFE THE DATE >>> 10-11 September 2025 <<< The galleries below show impressions of the two days. iGGi Talks iGGi Keynotes iGGi Posters iGGi Panels More impressions Previous 13 Sept 2024 Next

  • Nuffield Research Placement | iGGi PhD

    < Back Nuffield Research Placement IGGI was taking part for the first time in the Nuffield Research Placement scheme this year: IGGI PhD researchers were supervising keen A-level students from across the country so that the students could gain an insight into scientific research work. The supervision schemes lasted two weeks per student and took place over the summer. The students benefited from the exposure to complex problems, and their involvement in the respective project may very well give them a significant boost to their prospective university applications. One of the participating IGGI PhD Researchers, Michelangelo Conserva , reported: "It was a pleasure for me to take part in the project! During the first week I did a series of seminars to introduce the student to the relevant topics; whereas in the second week we did a project on generating synthetic faces using Generative Adversarial Networks. I personally believe that this is a great initiative that will increase diversity in the next generation of researchers and I am proud of my little contribution to it. I think that mixing online and in person meetings would be great but I understand that it was not possible this year." Another participant, Nuria Peña Pérez , provided the following feedback: "Participating in the Nuffield Research Placement scheme has been a very enriching experience. During this programme, I supervised an A-level student on a project related to my work. Before starting the project, we had several discussions about the objectives to be pursued, to which the student significantly contributed with their own ideas. The project lasted two weeks, during which the student worked hard on the development of a video game for rehabilitation, a process that allowed the student to improve their technical skills while I gained supervising experience. This programme has therefore greatly benefited both of us.I think that through the Nuffield programme students can get practical experience in research topics that might otherwise be not necessarily accessible outside of academic environments or programmes. This benefits both academia, through the incorporation of external feedback and the possibility of improving communication, and students who can develop their technical and research skills and see if they enjoy these topics before committing to specific programmes. Unfortunately, this year the program took place online, which was not a problem for the project I suggested, but I can imagine many disciplines would benefit from in-person collaborations as this would give students access to physical research labs and their equipment." IGGI is planning to take part again in next year's round which will most likely be conducted in person or in a blended format. Read here to learn more about Nuffield and the Research Placement scheme. Previous 9 Oct 2021 Next

  • 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

  • How does machine learning affect diversity in evolutionary search? | iGGi PhD

    < Back How does machine learning affect diversity in evolutionary search? Procedural content generation of video games levels has greatly benefited from machine learning. In such complex domains, generative models can provide representation spaces for evolutionary search. But how expressive are such learned models? How many different levels would they be able to produce? A new paper, co-authored by IGGI PhD researcher Sebastian Berns and Professor Simon Colton, looks at the limitations of generative models in the context of multi-solution optimisation. The work will be presented at the Genetic and Evolutionary Computation Conference (GECCO) and is nominated for a best paper award . The study shows that quality diversity (QD) search in the latent space of a variational auto-encoder yields a solution set of lower diversity than in a manually-defined genetic parameter space. The authors find that learned latent spaces are useful for the comparison of artefacts and recommend their use for distance and similarity estimation. However, whenever a parametric search space is obtainable, it should be preferred over a learned representation space as it produces a higher diversity of solutions. Alexander Hagg, Sebastian Berns, Alexander Asteroth, Simon Colton & Thomas Bäck. (2021). Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search. In Proceedings of the Genetic and Evolutionary Computation Conference. Pre-print available on arXiv https://arxiv.org/abs/2105.04247Accompanying code repository available on Github https://github.com/alexander-hagg/ExpressivityGECCO2021 Previous 27 Jun 2021 Next

  • iGGi @ Develop:Brighton - featuring Joe Hesketh | iGGi PhD

    < Back iGGi @ Develop:Brighton - featuring Joe Hesketh An iGGi delegation of six PhD Researchers (comprising Timea Farkas , Charline Foch , Joseph Hesketh , Jozef Kulik, Cristiana Pacheco , Elena Petrovskaya ) will attend this year's Develop:Brighton conference. Europe's leading game dev conference has in large parts returned to its "in-person" format which drew over 2,500 attendees including around 1,200 companies in 2019. The event is spread over three days starting on Tuesday 26 October. The Expo runs on days 2 and 3 - Wednesday 27 and Thursday 28. DON'T MISS: iGGi PhD Researcher Joseph Hesketh 's talk on "How To Support Learning in Multiplayer Games" - Thursday 28 October, 16:00-16:45, Develop:Brighton " Design " track It is not too late to register: http://www.developconference.com/ Previous 18 Oct 2021 Next

  • IGGI 2021 Conference start | iGGi PhD

    < Back IGGI 2021 Conference start The IGGI 2021 Conference will kick-start tomorrow with a promising looking schedule of exiting speakers for our Panels, 18 Talks, 2 Workshops, and the traditional IGGI Buzz Talks, all spread over two days. Don't miss out and join us online on Gather.Town Previous 7 Sept 2021 Next

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