Program

IFIP ICEC 2022 takes place at BIBA Bremen, Nov 1-3, on site.

Please find the preliminary program below (exact time slots and program points are still subject to change).

Time Tuesday, 1 Nov
9:30 – 11:00 Workshop 1 (incl. Tutorial) –
Interactive and Immersive Entertainment
Workshop 2 – Social and Ethical Issues
11:00 – 12:00
12:00 – 13:30 Lunch Workshop 3 – Digital Arts and Health
13:30 – 15:00 Workshop 4 – Current Opportunities and
Challenges of Digital Game-Based
Learning
15:00 – 16:00 Coffee Break
16:00 – 17:00 Doctoral Consortium
17:00 – 18:00 Break
18:00 – Reception, Game Competition and Interactive works
Time Wednesday, 2 Nov Time Thursday, 3 Nov
9:00 – 9:10 Registration
9:10 – 10:40 Opening,
Paper session 1: Game Experience
9:30 – 10:40 Paper session 5:
Art and Entertainment
10:40 – 11:00 Coffee break 10:40 – 11:00 Coffee break and awards
11:00 – 12:00 Keynote 11:00 – 12:00 Keynote
12:00 – 13:15 Lunch 12:00 – 13:00 Lunch
13:15 – 14:45 Paper session 2: Entertainment
Tools and Methods
13:00 – 14:30 Paper session 6:
Game Communities
14:45 – 15:00 Coffee break 14:30 – 15:30 Keynote and Closing
15:00 – 16:30 Paper session 3: Player
Behaviour and Analysis
15:30 – TBD
16:30 – 16:45 Coffee break
16:45 – 17:50 Paper session 4:
Serious Gameplay
17:50 – 19:00 Break
19:00 – Reception together with
CHI Play*

* the reception together with CHI Play will take place at the University of Bremen which is about a 5 minute walk from ICEC’s conference location.

Paper Session 1 – Game Experience

  • AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds
    (Maram, Pfau, Habibi & Seif El-Nasr)
  • Comfortably numb? Violent video games and their effects on aggression, mood, and pain-related responses
    (Wagener & Melzer)
  • Discovering the motivational constitution of ‘playing games for fun’
    (Tuuri, Vahlo)
  • Towards an Understanding of how Players Make Meaning from Post-Play Process Visualizations
    (Kleinman, Villareale, Shergadwala, Teng, Bryant, Zhu & Seif El-Nasr)

Paper Session 2 – Entertainment Tools and Methods

  • Plot Composition by Mapping Situation Calculus Schemas into Petri net Representation
    (Soares de Lima, Furtado, Feijo & Casanova)
  • Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-Robot Interaction
    (Gerdenitsch, Weinhofer, Puthenkalam & Kriglstein)
  • OptimizingMARL: Developing Cooperative Game Environments Based on Multi-Agent Reinforcement Learning
    (Ferreira, Clua, Kohwalter & Santos)
  • Game Engine Comparative Anatomy
    (Ullmann, Politowski, Guéhéneuc & Petrillo)
  • Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-Surface Interaction
    (Porcino, Ghaeinian, Franz, Malloch & Reilly)

Paper Session 3 – Player Behaviour and Analysis

  • Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games using the Example of League of Legends
    (Bikas, Pfau, Dänekas & Malaka)
  • Difficulty Pacing Impact on Player Motivation
    (Rao Fernandes & Levieux)
  • Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter
    (Li, Wira & Thawonmas)
  • Playstyles in Tetris: Beyond player skill, score, and competition
    (Mader & Tassin)
  • A Matter of Closeness: Player-Avatar Relationships as Degree of Including Avatars in the Self
    (Possler, Carnol, Klimmt, Weber-Hoffmann & Raney)

Paper Session 4 – Serious Gameplay

  • Through Troubled Waters: A Narrative Game for Anger Regulation
    (Li, Piliouras, Raadschelders, Dap, Libbi & Gómez-Maureira)
  • Incorporating the Theory of Attention in Applied Game Design
    (Kniestedt, Lukosch, van der Kuil, Lefter & Brazier)
  • Exergames in the GAME2AWE Platform with Dynamic Difficulty Adjustment
    (Danousis, Goumopoulos & Fakis)

Paper Session 5 – Art and Entertainment

  • Improvement of Deep Learning Technology To Create 3D Model of Fluid Art
    (Mai, Xuan Trang, Yamada, Tosa & Nakatsu)
  • Method for music game control using myoelectric sensors
    (Zhou & Segawa)
  • Creation of Fluid Art “Sound of Ikebana” under Microgravity Using Parabolic Flight
    (Tosa, Toba, Pang, Yamada, Suzuki & Nakatsu)
  • Design explorations of interactive point cloud based virtual environments using volumetric capture and visualisation techniques
    (Rubin, Cardoso & Martins Carvalho)

Paper Session 6 – Game Communities

  • Predicting Success Factors of Video Game Titles and Companies
    (Pfau, Debus, Juul, Lundedal Hammar, Canossa & Seif El-Nasr)
  • The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players
    (van Kempen, van der Spek & Wallner)
  • A Reusable Methodology for Player Clustering Using Wasserstein Autoencoders
    (Tan & Katchabaw)
  • Towards a Community-Based Ranking System of Overwatch Players
    (Staat, Wallner & Bernhaupt)
  • Understanding stakeholders’ perspectives towards serious games for vocational training for people with intellectual disabilities in Macau
    (Lei & Cardoso)