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Exploring the Design-Space: The Authorial Game Evolution Tool Case-Study

Published: 09 November 2016 Publication History

Abstract

This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a creativity support tool designed to assist game designers. AGE allows designers to conduct a systematic process of generation and evaluation of game-prototypes, as well as automatically evolve a game-prototype until it mediates a desired form of game-play experience. To assess the tool, a design case study was held where a designer used AGE to create a game. We used a convergent mixed methods experimental design, and analysed quantitative and qualitative data resulting from four design sessions. Creativity Support Index self-report shows the designer found AGE very good in supporting his design, especially for exploration of the design-space. However, he appropriated it exclusively for exploration, not optimization. These show AGE has potential for exploring the design-space, though issues remain before it is an effective medium for high-quality designs.

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Cited By

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  • (2022)On Mixed-Initiative Content Creation for Video GamesIEEE Transactions on Games10.1109/TG.2022.317621514:4(543-557)Online publication date: Dec-2022
  • (2021)Design-Driven Requirements for Computationally Co-Creative Game AI Design ToolsProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472573(1-12)Online publication date: 3-Aug-2021
  • (2019)A Canvas for Participation-Centered Game DesignProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347154(521-532)Online publication date: 17-Oct-2019

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  1. Exploring the Design-Space: The Authorial Game Evolution Tool Case-Study

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    ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
    November 2016
    373 pages
    ISBN:9781450347730
    DOI:10.1145/3001773
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    New York, NY, United States

    Publication History

    Published: 09 November 2016

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    Author Tags

    1. Game Design
    2. Procedural Content Generation
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    Cited By

    View all
    • (2022)On Mixed-Initiative Content Creation for Video GamesIEEE Transactions on Games10.1109/TG.2022.317621514:4(543-557)Online publication date: Dec-2022
    • (2021)Design-Driven Requirements for Computationally Co-Creative Game AI Design ToolsProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472573(1-12)Online publication date: 3-Aug-2021
    • (2019)A Canvas for Participation-Centered Game DesignProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347154(521-532)Online publication date: 17-Oct-2019

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