Accepted Paper


Journal Paper

  • Seina Tajika, Hiroki Watanabe, Yoshinari Takegawa and Keiji Hirata: Reflection Stamps: A Simple and Positive Method to Support Self-Evaluation in Illustration Drawing
  • Xiaoxu Li, Zifan Ye, Yi Xia and Ruck Thawonmas: Dynamic Difficulty Adjustment Using a Large Language Model: A Case Study in Magic: The Gathering
  • Winston Wenchen Guo, Zhirui Chen, Caro Menghan Shi, Guoyu Sun and Hailiang Wang: Can Data Journalism Be Sniffed? Exploring the Possibilities of Olfactory Interfaces for the Presentation of Data Journalism Information
  • Kuma Kawakubo, Haruki Takahashi and Kohei Matsumura: Dynamic Notification Placement Based on Gaze Concentration in HMD-VR
  • Winston Wenchen Guo, Wenjuan Chen, Yining Zhang, Caro Menghan Shi and Hailiang Wang: Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations
  • Hikaru Ikuta, Yudai Tsujino and Ryosuke Yamanishi: A Game-Theoretic Analysis of Traditional Song Selection Rules in Rhythm Game Tournaments
  • Lauro V.R. Cavadas, Esteban W.G. Clua, Troy C. Kohwalter and Sidney A. Melo: Enhancing Imitation Learning Training for Non-Player Characters Based on Provenance Data
  • Sho Mitarai, Chang Liu, Goshiro Yamamoto and Nagisa Munekata: Emotion Dynamics in Social Deception Games: Analysis of Professional and Nonprofessional Players through Electrodermal Activity in Werewolf Games
  • Ibrahim Khan, Thai Van Nguyen and Ruck Thawonmas: Fighting to the Beat: Multi-Instrumental Adaptive Background Music Approach
  • Shota Watanabe, Gaku Kutsuzawa, Yoshiyuki Kobayashi and Kohei Matsumura: A Playful Experience Sampling Method to Report Emotions Using Smartwatches and Emojis
  • Pablo Gutiérrez-Sánchez, Pedro P. Gómez-Martín, Pedro A. González-Calero and Marco A. Gómez-Martín: Evaluating Usability for an AR-Enabled Escape Room Authoring Ecosystem
  • Boning Li, Lehao Zhou and Junichi Hoshino: Collaborative VR Environment for Supporting Food Culture Learning
  • Ziheng Zhang, Tengjia Zuo and Yuqiao Du: Do Games Have the Power to Reduce Power Distance in Co-Design?
  • Wen Huang, Jiayi Gao and Xinyuan Chen: Predicting Post-VR Game Experiences with Wearable Physiological Sensors
  • Gary L. Wagener, Elisabeth Holl and André Melzer: Testing Positive Mood Effects of Playing Gris, a Eudaimonic Video Game
  • Kodai Imaizumi, Ryosuke Yamanishi and Mitsunori Matsushita: Comic-Shelf Vectors: Convoluting the Co-Occurrence among Comics on the Bookshelf
  • Irene C.E. van Blerck, Edirlei Soares de Lima, Margot M.E. Neggers and Toon Calders: Unveiling Gender Bias in LLM-Generated Hero and Heroine Narratives
  • Guanyu Chen, Hiroki Watanabe, Kohei Matsumura and Yoshinari Takegawa: Canine-Centric Interactive Systems: Wavelet-Based IMU Motion Recognition in Edge AI Scenarios
  • Jukka Vahlo, Suvi K. Holm, Johanna K. Kaakinen and Aki Koponen: Exploring Game-Based Psychological Empowerment and Its Motivational and Wellbeing Effects
  • JaeJun Lee, Joo-Eun Kang and Soyoun Eom: Storytelling in Mobile Games: Cross-Cultural Analysis of Narrative Engagement, Retention, and Monetization

Conference Papers

  • Edirlei Soares de Lima, Marco Antonio Casanova, Bruno Feijo and Antonio Furtado: From News to Stories via an AI-supported Retelling Process
  • Kevin Valencia-Aragón, Hugo Arias-Flores, Mireya Zapata, Luis Aguirre-Morales and Sandra Sanchez-Gordon: Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture
  • Robin Horst, Dung Trinh and Ralf Doerner: Generative Multimodal Content Creation with Location-Aware Context for Gamified Mobile Assisted Language Learning Apps Using Large Language Models
  • Kamyab Ghorbanpour, Michał Klincewicz, Paris Mavromoustakos Blom and Pieter Spronck: The Blind Gamer: Examining Ethical Agency Through Choice Blindness in Game Design
  • Erik Berglund and Filip Josefsson: How to Turn a Platformer Game into a Casual Exergame for Combating Office Workers’ Sedentary Behavior: An Exploratory Single-Case Pilot Study
  • Nima Zargham, Aaron Merkord, Ameneh Safari, Leon Tristan Dratzidis and Rainer Malaka: "Can You Feel Me Now?" Exploring Player Empathy in AI-Based NPC Conversations
  • Chenwei Liang, Rui Wang and Jun Hu: EchoArtLink: Enhancing Social Connectedness between Parents and Children Living Apart through Digital Sound Visualization
  • Melina Rose, Alessandra Antonaci, Martin Bonnet and Roland Klemke: Learning success, engagement and fun: Evaluating an educational game in higher education as replacement for a homework assignment.
  • Christoph Lürig and Fabian Fell: A Framework for Explainable AI in Wargames to Understand Strategies
  • Antonio Calvo-Morata, Cristina Alonso-Fernández and Baltasar Fernández-Manjón: Design of a serious game to challenge sexism
  • Leon Tristan Dratzidis, Nima Zargham and Rainer Malaka: "Follow My Lead": Role of AI-Based NPC Autonomy in Player-NPC Collaboration
  • Ishika Gupta and Girish Dalvi: Characterizing Social Interaction in Tabletop Games: A Constructive Conceptual Analysis
  • Afro Ambanelli, Paolo Ciancarini, Angelo Di Iorio, Davide Falessi, Andrea Manzo and Massimo Venuto: Fewer Draws, More Fun: searching for Unbalanced Positions in Chess
  • Tianle Liang, Kieran Rosenfeld and Nathan Lu: Optimizing Random Forest Multi-Classification and Gini-Based Feature Analysis of Board Game Success via BGG Characteristic Data
  • Alejandro Villar, Sergio Baña, Juan Diego Mendoza, Laura Gómez, Javier Muñoz and Carlos León: Experienced video game players interaction preferences with game controllers and haptic gloves
  • Marius Grießhammer and Maic Masuch: 200 VR-Sessions with Children - Practical Challenges and Educational Insights Into Conducting a Longitudinal VR-Study in Primary School
  • JaeJun Lee, Joo-Eun Kang, Jeong-Eun Park and Min-Joong Kim: Evaluating Colorblind-Friendly Design for Equitable Play in Mobile Puzzle Games
  • Lorenzo James, Emanuele De Pellegrin, Laura Genga, Barbara Montagne and Pieter Van Gorp: Automated Planning of Entertainment Content for Digital Health Interventions: A Technical Feasibility Study on Balance VS Fun
  • Enrica Loria, Alessia Antelmi, Carmine Spagnuolo and Johanna Pirker: Stay and Play – Modeling Social Influence of Players in the Steam Gaming Community
  • Pablo Gutiérrez-Sánchez, Pedro A. González-Calero, Marco A. Gómez-Martín, Pedro P. Gómez-Martín and Ruck Thawonmas: Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An LLM-Based Approach
  • Pedro Garruço, Licínio Roque and Luís Lucas Pereira: Interaction and Emotion: A Phenomenological Study of a Playable Generative Lansdcape
  • Mehrdad Bahrini, Violetta Burdina, Karsten Sohr and Rainer Malaka: Game Elements in Cybersecurity Education: Hype or Help?
  • Ardiawan Bagus Harisa, Muhammad Alifian Aqshol, Pulung Nurtantio Andono and Wen-Kai Tai: Pacing Control with Wave Function Collapse in Strategy Game Map Generation
  • Ayumi Ohnishi, Kazuki Ohmura, Tsutomu Terada and Masahiko Tsukamoto: Vectorigger: A Method of Inducing Vection Using a Wearable LED Array
  • Naoto Nishida, Yusaku Maeda, Kamui Sato, Sho Sakurai, Koichi Hirota and Takuya Nojima: Parablade: A Proposal of Chambara Based on Augmented Sports - A Study of Appropriate Game Balancing Methods
  • Sotaro Yokoi, Ryo Ohara, Kohei Murayama, Kizashi Nakano and Takuji Narumi: What Does an Angel’s Halo Taste Like?: Exploring the Structure of Gustatory Comedy through Case Analysis of Ajigiri
  • Shunta Komatsu, Tomonori Kubota, Satoshi Sato and Kohei Ogawa: Manzai Karaoke: A Real-time Visual Guidance System for Assisting Japanese Double Act Performance
  • Marius Grießhammer, Christian Kißler, Maic Masuch and Jörg-Tobias Kuhn: Math Valley - On Designing an Embodied VR Learning Application for Primary School Students
  • Joo-Eun Kang and Jae Jun Lee: Evaluating Colorblind-Friendly Design for Equitable Play in Mobile Puzzle Games

Work-in-progress

  • Miu Moritani and Kazutaka Kurihara: Implementation and Evaluation of an Automated Eye Dropping System Using Games
  • Bruno Silva, Pedro Oliveira, Gilvan Maia, and Windson Viana: Refining Pervasive Game Design with LLMs: Insights, Limitations, and Challenges
  • Luiggi Ramos, Johan Baldeón and María-José Espinosa-Chueca: Mi Librero de Aventuras: A Novel Configurable Serious Game for Personalized Science and Technology Learning in Peruvian Primary Education
  • Yuta Hirahata, Nicko R. Caluya and Damon Chandler: Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study
  • Wanosuke Ito, Rion Yukino and Akihiro Matsuura: A VR System for Detecting Static Electricity as Invisible Creature
  • Mohd. Nor Akmal Khalid: Simulating AI-Human Collaborative Strategies in Sudoku Puzzle Generation
  • Muhammad Faiq Haikal Bin M Haikal, Deb Kumar Ghosh, Jordan K. Lay, Nicko Caluya and Damon Chandler: ChordFusion: Interactive Piano Training in Mixed Reality with Custom Gloves
  • Teu Nishihara and Osamu Ichikawa: Proposal of Affective Music Features Utilizing Playlists as Collective Intelligence
  • Andrea Caruso, Priscilla Pia Papa, Giovanni Schembra and Massimiliano Salfi: VR Gaming approach to language comprehension in children with Autism
  • Jannicke Baalsrud Hauge, Polona Caserman and Heinrich Söbke: How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review
  • Guhan Elangovan, Nicko Caluya and Damon Chandler: Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes for Learning Classical Mechanics
  • Kento Saito and Akihiro Matsuura: Multi-directional Shooting Using Logarithmic Spiral Trajectories
  • Toshiro Kashiwagi and Kumiyo Nakakoji: Designing Physically Fiction: Suspension of Disbelief in Interaction with MR Environments
  • Kana Yamada, Aiko Uemura and Norimasa Yoshida: Automatic Piano Arrangement for Three-part Choral of Female Voices
  • Shuo Zhou, Akira Shikida and Norihisa Segawa: "Hand-in-Hand" Learning: A Novel Method for Instrument Skill Training with Electrical Muscle Stimulation
  • Jules van Gurp and Erik van der Spek: Heist Extravaganza: A Design Framework and Exemplars of Asymmetric Virtual Reality Controllers Based on Player Profiles
  • Keita Yamazaki, Masayoshi Itoh and Kentaro Fukuchi: JumpLab: An Interactive Learning Tool for Parameter Tuning in the Pre-production Stage

Interactive Entertainment Showcase

  • Allan Fowler, Tanya Ruka, Mia Bai, Michaela Dodd and Mark Harvey: Kaiman¯aki o te Ngahere: Guardians of the Forest
  • Masatoshi Hamanaka: Demonstration of Visualizer for Beats and Scratches of Breaking DJ Performances
  • Gou Koutaki and Masatoshi Hamanaka: Automatic Fingering Saxophone Quartet System
  • Kaimu Harada and Sachiko Kodama: Development of a Dialogue Agent System Expressed in a Two-Dimensional Manga-Anime Style and Design of the Original Artificial Intelligence Character “Kohane”
  • Taito Matsumoto, Masahiro Kawamori and Masataka Imura: VR Batting Practice System Integrated with Visual Training
  • Katsuhisa Tanaka, Masahiro Kawamori and Masataka Imura: Rapid Input Device with Independent Sensing of Input Intention and Input Target
  • Thomas Dallard and Akinori Ito: Transformer based Adaptive Music Generation for Video Games
  • Masahiro Kawamori and Masataka Imura: VR Game Aimed at Recovering Visual Acuity
  • Yasuo Kawai: Development of Urban Disaster Prevention Shooting Game Using Spatial Reproduction Display
  • Itsuki Okamo, Kohei Matsumura and Haruki Takahashi: Guitar Clicker: A Gamified Approach to Motivating Guitar Practice for Beginners
  • Yuunosuke Suenaga, Gaku Kutsuzawa, Haruki Takahashi and Kohei Matsumura: Emo-pathy: An Emotion-sharing System for Promoting Psychological Well-Being through Supportive Interactions
  • Rintaro Makino, Yuki Okafuji, Haruki Takahashi and Kohei Matsumura: Multiple Robots Enable Moderate Facilitation through Approaching Movements in Group Discussions
  • Daiki Mima, Haruki Takahashi and Kohei Matsumura: Arcade Games Generating an Atmosphere to Promote Exercise

Student Competition

  • Harunobu Kaneko, Kota Aoki and Yoshio Iwai: Heaviest Listener: Immersive Radio Experience Simulation by Sending Japanese E-mail
  • Jules van Gurp and Erik van der Spek: Asymmetric VR Game Heist Extravaganza