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Workshop on Tabletop Games

The aim of the 5th workshop on Tabletop Games is to address ways in which academics can apply their tools to the discussion of analog games; this includes but is not limited to board games, war games, tabletop role-playing, collectible card games and other miniature games. The workshop also aims to highlight the connections between analog and digital games, either approaching the prototyping and playtesting aspects or exploring the hybrid dimension of games directly influenced by the analog dimension.

Workshop on Combating Toxicity, Hate, and Harassment in Online Games

While online multiplayer games are great in many ways (e.g., supporting social connectedness), they are also platforms on which players can experience or witness toxicity, hate, and harassment. These behaviours are potentially harmful for players and ubiquitous in many games, despite substantial work on combating them. In this workshop, we want to bring together researchers from different backgrounds to build a community, identify current challenges, imagine potential solutions, and foster collaborations aiming to help combat toxicity, hate, and harassment in online games.

Workshop on Procedural Content Generation

Procedural Content Generation (PCG) attracts significant interest from both academia and the games industry where it has been researched and used extensively. PCG has the potential of substantially reducing the authorial burden in game creation, improving the theoretical understanding of game design and realizing its automation, and enabling entirely new forms of games and playable experiences.

This workshop aims to advance knowledge in PCG by bringing together researchers and developers, and facilitating discussion on practices, opportunities, and challenges within the field. Likewise, one of the aims is to help bridge the gap between academia and industry by giving space to both to present, discuss, and engage in fruitful dialogue. To support these goals, this year we provide multiple submission possibilities: full/short length paper submissions, short position papers, and demonstrations of ongoing projects. Besides these submissions, this year we also support and encourage participants to submit early research ideas and work-in-progress in the form of extended abstracts to be presented and discussed as lightning pitches to get feedback and foster collaboration.

Edu-larp @ FDG

This workshop has been cancelled

Edu-larp is a structured, live action roleplay (larp) experience that teaches through social enactment and reflection. We propose to host a workshop at FDG 2023 which will connect FDG attendees of various disciplines interested in this topic, with the outcome to understand how edu-larp might be an effective way of augmenting existing teaching and research within the games community. During the workshop, attendees will participate in numerous edu-larp exercises designed to introduce and orient them to the concept, and facilitate discussion about the different ways edu-larp can be leveraged in the broad domain of games research. We invite both researchers and scholars interested in larp to join us for this workshop. Those interested should submit a proposal (3-pages maximum) outlining their interest in the topic, and a short author biography (one half page). Please email your proposal submission to Raquel Robinson, by February 23, 2023.

Academic Game Development — Professionalizing the creation of video games for research purposes

Game design and development for research purposes have been growing in importance. Such ""academic games"" are applied games that are created in an academic context. They may involve education, training, support understanding of human behavior, data gathering, or AI training, to name some examples.

Academic game development involves different constraints and opportunities compared to commercial game development. However, there is a lack of published discourse on the idiosyncrasies that accompany academic game development.

The 'AcaDev' workshop provides a venue for sharing experiences and best practices for academic game development and expanding publications on that topic. Join us for a day of getting into the weeds of academic game development and shaping the discourse surrounding it.

Workshop on Eudaimonia in Digital Games

"The concept of eudaimonia in the study of video games has been the subject of increasing interest in recent years, especially as juxtaposed to the idea of hedonia which is often assumed as lying at the heart of most video game play experiences. However, there is a lack of consensus on what eudaimonia exactly is, how it manifests in the player experience, and what effect it could have on the emotional experience of game play.

This workshop seeks to bring together researchers from across a broad range of games research fields, such as those represented at FDG. We will discuss this emerging and important concept and potentially create a cross-disciplinary research agenda for delving deeper into how this foundational concept of wellbeing can be applied within the field of digital games."

Workshop on Human-AI Interaction Through Play

Human-AI Interaction is a rapidly growing research area. As Artificial Intelligence (AI) and machine learning (ML) increasingly take over tasks previously performed only by humans, it leads to more situations where humans and machines need to cooperate. In this work, we explore questions around human-AI interaction and cooperation through play. For example, how to design playful interactions that facilitate human-AI teams? Can affects associated with gameplay be used to guide human-AI collaboration? How do we design gameplay where multiple AIs and multiple players interact with one another? In addition to paper presentations, workshop attendees will participate in group discussions and idea formulation.