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FnG '12: Proceedings of the 4th International Conference on Fun and Games
ACM2012 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
Fun and Games '12: International Conference on Fun and Games Toulouse France September 4 - 6, 2012
ISBN:
978-1-4503-1570-8
Published:
04 September 2012
Sponsors:
iRit, Interaction-Design.org, Université Paul Sabatier, SIGCHI, University of Toulouse, ruwido

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Abstract

FnG 2012 is a single-track conference where academics and practitioners can interact together in a playful event that marries the best of academic writing with the most innovative play experiences. The conference brings together contributions from designers, developers and researchers in computer games, digital play, experience design and fun.

FnG 2012 is the fourth edition of the Fun and Games conference series. FnG started in 2006 in Preston, UK, continued in 2008 in Eindhoven, the Netherlands, and then took place in 2010 in Leuven, Belgium. In 2012, it is in lovely Toulouse, France. The dates reveal that the conference happens every 2 years featuring state-of-the art academic as well as design work in the field of computer games and digital play. This includes topics as diverse as serious games, game theories, game design methods, measurement of player experiences, games for special target groups such as children and the elderly, games for health, persuasive aspects of play, mobile games, pervasive games, tangible games, exertion games, usability in games, game production, smart toys, play with robots, game engines, dynamic difficulty adjustment and sensors for games and play.

This year's edition of FnG focuses on contributions that cross the traditional disciplines of human-computer interaction, games design, and game development. It provides a venue for presenting and discussing peer reviewed academic and practitioner papers. All paper submissions were subjected to a blind peer review process of at least 3 reviewers. Accepted papers are published in the ACM Digital Library. In addition to papers, this year's conference also features workshops and a tutorial, work-in-progress posters and game demonstrations. Celebrating FnG's location in France and the associated love for food, the conference also hosts Fun and Food concepts, a new interactive event that marries fun, food and digital play. Furthermore, FnG this year features a student design competition that invites the future game and play talents of the world to exhibit their work at the conference and let everyone play, with the winners of the competition being announced at the conference.

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research-article
Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform

This paper describes the analysis and design of a tablet-based gaming platform for seniors that promotes their quality-of-life and well-being by incorporating cognitive training mechanisms. A literature review of age-related changes and games for ...

research-article
DOGeometry: teaching geometry through play

This paper describes the evaluation of DOGeometry, an educational game which combines problem-solving tasks with artistic expression to teach concepts of transformation geometry. In contrast to many other educational games in this domain, the game does ...

research-article
Double fine adventure and the double hermeneutic videogame

This paper establishes a hermeneutic method for interpreting videogames. The method is termed double hermeneutic because of the player's ability to affect the interpreted information. The double hermeneutic differs between games and game types, forming ...

research-article
Expanding the comics canvas: GPS comics

Seeing thru Walls is the first location-based comic story for the GPS environment. Current digital comics (web comics or online comics) are confined to a computer screen and use the affordances of digital medium in a limited way. Our aim is to produce ...

research-article
Introducing PALLA, a novel input device for leisure activities: a case study on a tangible video game for seniors

In this paper we introduce PALLA, a spherical wireless input device with simple feedback capabilities to be used in video games and leisure activities. PALLA allows users to exploit their perceptual-motor skills and primarily targets people who may not ...

research-article
Involving players earlier in the game design process using cultural probes

This paper reports on how the cultural probes method was used to generate games. The paper reviews cultural probes and how we applied the method. It also provides a detailed description of the probes designed for this project and how the output informed ...

research-article
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards

The videogame industry has suffered significant modifications in the last years, broadening its horizons towards a more casual market. This market expansion not only brings new opportunities from an interaction point-of-view, but also new challenges ...

research-article
Puzzle games: player strategies across different interaction modalities

This paper presents the design of a puzzle game for the Android platform along with a study on puzzle solving strategies across different interaction modalities. Solving puzzles is among the oldest challenges and entertainment activities available to ...

research-article
Rapid assessment of game experiences in public settings

Enjoyment and curiosity are an essential motivation for children to play games in order to engage them in the game play. When two users play against each other they also share experiences, i.e. co-experience. The evaluation of these experiences exceeds ...

research-article
World of Golf: a socially relevant simulation game

Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper ...

short-paper
"Blue pill or red pill?": placebo effect and the outcome on physiological & player performance metrics

In the videogame industry, designers have always explored techniques which provide incentives to keep the players' interest and temporarily boost their performance to accomplish the game's goals. Current literature and research is yet to properly assess ...

short-paper
Bubble Popper: considering body contact in games

Exertion games, digital games that involve physical effort, are becoming more popular. Although some of these games support social experiences, they rarely consider or support body contact. We believe overlooking body contact as part of social play ...

short-paper
Control vs. complexity in games: comparing arousal in 2D game prototypes

In this paper, we investigate the relationship between the feeling of being in control in a game situation and the interaction complexity in regard to the degree of arousal within subjects. To address this topic a comparative study consisting of two ...

short-paper
Exploring player perceptions that contribute to the appeal of World of Warcraft

In this paper we examine the factors that contribute to the general appeal of World of Warcraft through the use of the AttrakDiff questionnaire. AttrakDiff is a questionnaire that measures the users' perceptions in four categories: Pragmatic Quality, ...

short-paper
No sweat, no fun: large-gesture recognition for computer games

Controlling computer games and other applications with motion-based gestures has become common in the last decade. In this paper we present a method to recognize relatively complex gestures with a simple, fast and yet reliable classifier algorithm. More ...

short-paper
Personality and player types in Fallout New Vegas

The aim of this study was to explore the relationship between personality and videogame player types. Study participants completed an online survey that gathered information regarding the individual's personality, via the Big Five Inventory, and player ...

short-paper
Personality, genre and videogame play experience

This study explored relationships between personality, videogame preference and gaming experiences. Four hundred and sixty-six participants completed an online survey in which they recalled a recent gaming experience, and provided measures of ...

Contributors
  • University of California, Santa Cruz
  • Monash University
  • Computer Science Research Institute of Toulouse
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