Featured Workgroup Reports

2017 Featured Reports
Discusses coziness as an aesthetic in games, explores ways to make cozy games and cozy game elements, and explains how this can increase appeal and user retention.
Offers a framework for ethical design practices when creating monetization strategies, providing designers just beginning to work in the area of monetization clarity and a solid set of guidelines for approaching this work with ethical consideration.
Discusses the limitations and pitfalls of conventional dialogue trees and provides a variety of ideas to enhance player/npc dialogue interaction.
2016 Featured Reports
Explores the modeling of multi-player behavior, through the creation and use of a player-typed payoff matrix, in order to predict actual player behavior.
An in-depth discussion of how to design games that help strangers form positive pro-social relationships, and avoid designing in elements that are counter to that objective or socially destructive.
Provides a taxonomy of game mechanics, a design toolkit, design patterns, and a list of best practices for collaborative play.
2015 Featured Reports
Explores the building of complex generative systems with meaningful cores that reap all the benefits of procedural generation while constraining the system to sufficiently invoke a vision, make an argument, construct a narrative.
Examines Shared Avatar and Crowd games in which many players act together to control a single avatar or entity.
Explores how game designers can use recent data findings, primarily from from Quantic Foundry’s Gamer Motivation Profile, to build appropriate and successful games for the growing age 35+ demographic.
2014 Featured Reports
An investigation of progression systems, identifying characteristics and critical vocabulary to describe and classify various types and elements of progression systems in games, and best practices for implementing progression that players will likely find compelling, interesting, and worthwhile
Presents an outline of the basic concepts and abstractions of systems design, along with useful terminology
General recommendations for designs that might foster player friendships, and identification of several elements with which to address the problems inherent in creating friends from strangers in games