MAPConference Day 1Conference Day 2Conference Day 3Conference Day 4

Monday, August 10, 2026

TitleTimeLocation
Registration + coffee 08:00-09:00AUD H
Industry Masterclass: Alexis Jolis Desautels (Rational game design)
Note: Due to limited space it is necessary to sign up for this event
09:00 – 18:00AUD 15
Industry Masterclass: Erwin Kho (Art direction)
Note: Due to limited space it is necessary to sign up for this event
09:00 – 18:00AUD 16
Industry Masterclass: Graham McAllister (team vision alignment)
Note: Due to limited space it is necessary to sign up for this event
09:00 – 12:00AUD 17
Academic workshop: Procedural Content Generation09:00 – 18:00AUD 6
Academic workshop: Researching Game Making09:00 – 18:00AUD 10
Academic workshop: Games and Archaeological Play09:00 – 18:00AUD 14
Academic workshop: Game Research Software System Re-use13:00 – 18:00Deck Meeting Room
Academic workshop: Eudaimonia13:00 – 18:00AUD 17
Evening activities
LARP 1: The Clown without a Heart by PhD Omi-peah
Note: Due to limited space it is necessary to sign up for this event
19:00 – 23:00AUD 15
Hitman: The Board Game19:00 – 23:00AUD 16
Board Games19:00 – 23:00AUD 17
LARP 2: New Voices in Art by Martin Ericsson
Note: Due to limited space it is necessary to sign up for this event
19:00 – 23:00AUD 6

General Schedule & Breaks

TimeEventLocation
08:00Registration + coffeeAUD H
10:30Coffee BreakAUD H
12:00Lunch (self catered)
14:30Coffee BreakAUD H
18:00Dinner (self catered)

Tuesday, August 11, 2026

TimeTrack 1Track 2Parallel Events
08:00 – 09:00Registration + Coffee
Location: AUD H
09:00 – 09:30Opening Remarks
Location: AUD 6
09:30 – 10:30Keynote: Miguel Sicart
Location: AUD 6
10:30 – 11:00Coffee Break
Location: AUD H
11:00 – 12:30Session 1: Game Criticism and Analysis (Narration and Rhetoric)
Location: AUD 15

Gender Division and the Reproduction of Identity Discourse in the Game Companion Industry
Han and Fuller

Narrative Game Mechanics: An analysis of Undertale
Tate

Playing the Model: Ideology, Bias, and the Rhetoric of LLM Games
Kelly, Wardrip-Fruin and Carstensdottir

The Rhetorical Situation of Video Games
Kennedy

Complicit by Design: Convergence and Alienation in Interactive Fourth Wall Breaks
Pinto and Luz
Session 2: Game Analytics and Visualization
Location: AUD 6

“No Way, Did You See That Move?”: Constructing the Entertaining Spectacle in Game Live Streaming
Ding and Mao

Playing with Data: A Systematic Review of Games for Visualization Literacy
Kejstová and Kriglstein

“What’s the point?”: How Players Use And Perceive Commendation Systems in Online Multiplayer Games
Ioannou, Frommel, Sevinçli and Poeller

A Time Series Causal Analysis of Engagement Factors in Live Streaming Using Continuous-Time Structural Equation Modeling
Uemura and Saga

Exploring Player Behaviour in Counter-Strike Global Offensive as a Mobility Problem
Drucker, Stanley and Fitsner
12:30 – 14:00Lunch (self-organized)
14:00 – 15:30Session 3: Game Design 1
Location: AUD 15

Queer Failure and the Politics of Emotion in Chinese Visual Novel Games: A Case Study of Sweet Home
(纸房子)

The Queer Art of Interpellation: Danielle Brathwaite-Shirley and Gabriel Massan’s Video Games
Pacheco

Angry Men, Pretty Women: Gendered Emotional Design in MOBA and Hero-Shooter Games
Giusti, Sevinçli, Masthoff and Poeller

Game Development for Diverse Academic Backgrounds: Designing an Inclusive Pedagogy
Fowler, Dodd, Zaini, Bai, Mai and Khosmood

Transdiegetic Sound in Narrative-Driven Strategy Games
Cai and Carstensdottir

How Diegetic Maps Shape Wayfinding, Storytelling, and Immersion
Dormann and Wallner
Session 4: Gen AI (Maps, Levels, and Behaviour)
Location: AUD 6

Choice Aesthetics: Decision Trees and Political Possibility in Detroit: Become Human
Maycock

With the Stroke of a Brush: A Generative-AI Smart Brush for Instant Game Map Editing
Gnatyuk, Koriukina, Levoshevich, Nurminskiy and Wallner

Ctrl + Create: Empowering Creative Control in AI-Driven Rapid Level Design
Baars, Akker, Chatzimparmpas and Pfau

Group-Supervised Contrastive Learning for Semantic PCG Map Representations
Xie and Won

Large Language Models for Behavior Trees Generation in Unreal Engine
Gerbeaud, Lorcet, Campan, Dockhorn, Wolf, Lherbier and Addoum
(Setup) Games & Demos
Location: AUD 16 & AUD 17
15:30 – 16:00Break
Location: AUD H
(Setup) Posters (Top Floor)
DJ + Snacks (Terrace)
16:00 – 17:30Session 5: Games Beyond Entertainment (Serious Games)
Location: AUD 15

Towards an Interactive Criticism: Language Games and Parser-based Scholarship
Miller

Designing Serious Games on Contemporary Music: A Case Study on Poème Électronique
Murtas, Rodas and Lombardo

Communicating STEM Teaching Careers Through Persuasive Game Design: A Focus Group Study
Saiger, Cutting, Snell, Thompson-Lee, Slawson and Klassen

A Theory-Informed Narrative-Centered Model to Foster AI Literacy and Biomedical Career Interest
Mott, Vandenberg, Penilla, Lester and Ozer

AI-Supported and Socially-Augmented Gamification to Overcome Behavioral Barriers in Sustainable Cooking
Ghotbabadi, Seif El-Nasr and Hodel
Session 6: Game Development
Location: AUD 6

Interactive Animation: Affective Involvement at the Convergence of Games and Animation
Caravello

Adaptive Time Delay for Improving Player Experience and Fairness in First-Person Shooter Games with Network Latency
Tokey, Boudaoud, Spjut and Claypool

Impact of Frametime Spikes on Performance and Quality of Experience in Platformer Games
Tokey, Boudaoud, Spjut and Claypool

Pedalling Without Penalty: Investigating the Effects of Exercise Intensity on Cybersickness in VR Cycling
Tan, Li, Lange-Nawka, Wünsche and Wen

LLMs are the Ideal Candidate for Mixed-Initiative Game Design Pillar Workflows
Geheeb, Schwarz, Dyrda and Groh
Games + Demos
Location: AUD 16, AUD 17, Top Floor & Terrace
17:30 – 19:00Games + Demos
Location: AUD 16 & AUD 17
(Note: If it rains, this is all moved to the ground floor Foyer and AUD 15)
19:00 Dinner (self-organized)

Wednesday, August 12, 2026

TimeTrack 1Track 2Parallel Events
08:30 – 09:30Registration + Coffee
Location: AUD H
09:30 – 10:30Keynote: Valentina Nisi
Location: AUD 6
10:30 – 11:00Coffee Break
Location: AUD H
11:00 – 12:30Session 7: Game Design (Virtual and Open Worlds)
Location: AUD 15

Playable folklore – Digital games and the representation of folklore and cultural heritage
Springer

Playful Cultural Heritage: Exploring Embodied Interaction of Museum Artifacts
Paulus and Pan

When Worlds Collide: How Real Collisions and Fear of Colliding Influence the User Experience in VR
Ring, Pricken and Masuch

SpaceTimeCraft: A Strong Concept for Designing and Analyzing Embodied Movement in Virtual Environments
Miltiadis

Transient Weapons, Ambivalent Play: A Case Study of Durability in Breath of the Wild
Lankes and Geiger

Ludoforming strategies in small-scale open worlds. The design philosophy of Ryu Ga Gotoku Studio
Huang and Barroso
Session 8: Game Artificial Intelligence – Learning
Location: AUD 6

NeuroPatrol: Designing Inclusive BCI-VR Games for the Metastable Brain Dynamics
Qiang and Hao

(Perlin) Noise as AI coordinator
Xu and Verbrugge

Finite Automata Extraction: Low-data World Model Learning as Programs from Gameplay Video
Goel, Guzdial and Sarkar

Improving Sample Efficiency in Multi-Agent Reinforcement Learning for Simulated Football Games via Exploration
Baghi, Sjölund, Bergdahl, Gisslen and Sestini

Vanquish Your Past: Shifted Imitation Learning in Hades
Lin, Bakkes and Pfau
Doctoral Consortium (DC)
Location: AUD 17
12:30 – 14:00Lunch (self-organized)
Location: AUD 15
14:00 – 15:30Session 9: Game Criticism and Analysis (Through History and Back)
Location: AUD 15

Thrown into Dreams: The Ontology of Oneiric Worlds in Video Games
Li and Li

Christianity in Horror Videogames: A Qualitative Content Analysis
Zolnierski, Jonsson and Lankoski

The Unbearable Vacuity of Game Mechanics
Horn, Holopainen, Aarseth, Grabarczyk and Xiao

Bending the Arc of (Ludo)History: Discursive Contestations Within the (Hi)Story-Design-Space of Crusader Kings III
Lundblade

The Partial Truth about Virtual Objects: How Users Reason About and Explore Intentionally Simplified Environments
Juul, Hammar, Murphy and Canossa
Session 10: Toxicity
Location: AUD 6

Digital Museums in games as Hybrid Spaces: Evolutionary Narratives and Player Participation in Animal Crossing: New Horizons
Huang

De-Normalizing Toxic Behaviour in Competitive Online Games: Players’ Perceptions of Communication, Unsolicited Advice, and Bystander Intervention in League of Legends
Kukshinov and Poeller

Toxic Behavior in League of Legends Through the Lens of Psychological Reactance Theory
Sevinçli, Ioannou and Poeller

Toxic Pings: An Interview Study on Hostile Nonverbal Communication Among Teammates in DotA 2 and League of Legends
Zheng, Healy, Wang and Farzan

Prometheas: A System for Promoting Prosocial Behavior in Online Multiplayer Games
Vrettis, Pfau and Frommel
Doctoral Consortium (DC)
Location: AUD 17
15:30 – 16:00Break
Location: AUD H
16:00 – 17:30Session 11: Games Beyond Entertainment (Movement Games)
Location: AUD 15

Playing with Reality: Game-Like Structures in Reality Television
Chang, Yan, Zhang and Lee

BeatWeights: A VR Dumbbell Exergame on Music, Rhythm, and Motivation in Strength Training
Qian, Arachchige, Zhou, Lianto, Wang and Wünsche

Rhythm Walker: The Effect of Music Choice and Rhythm in Game-music Integration for Exergames
Creed, Shu, Guo, Wang, Lange-Nawka and Wuensche

Designing for Deferral: A New Lens on Gamification
Zhou, Li and Zhang

Experiencing the environmental impact of AI with the VR serious game Outsourced
Holland, Maksymchuk, Saxena, Munir, Liutkus, Hsieh, Zaidi, Kegeleers and Bidarra
Session 12: Gen AI (Generate Content, Behaviour, and Experience)
Location: AUD 6

Interpretability of Design Fusion: Framework Construction to Improve Semi-autonomous AI-NPC Interactive Experience
Xu

High-quality generation of dynamic game content via small language models: A proof of concept
Munk, Valdivia and Burelli

Generating Clue-Driven Investigative Game Narratives with Large Language Models
Kumaran, Smith, Min, Spain, Mott and Lester

Performance Of Large Language Models As Hearthstone Agents
Poglitsch, Bardakji and Pirker

Quest of Aivengarde: Comparative Study of Player Experience Across LLM Dialogue Systems
Rimer, Petersen, Ploug and Scirea
Doctoral Consortium (DC)
Location: AUD 17
18:30 – 23:00Gala Dinner at Aamann’s Køkken ➔ Concert GOTO80 ➔ Drinks Werkstatt
Address: Refshalevej 163A, 1432 København
Note: Contact Christiane Thomsen before August 1st in case of dietary constrains.

Thursday, August 13, 2026

TimeTrack 1Track 2Parallel Events
08:30 – 09:30Registration + Coffee
Location: AUD H
09:30 – 10:30Keynote: Tim Garbos
Location: AUD 6
10:30 – 11:00Coffee Break
Location: AUD H
11:00 – 12:30Session 13: Game Criticism and Analysis (Ecosystems and Libraries)
Location: AUD 15

The meaning of games is felt not inferred: Stop interpreting games as arguments
Jorgensen and Halstrøm

Not a Game, Yet on Steam: Reception of a Game Art Project in a Mainstream Gaming Ecosystem
Vasquez

Building and Burning Fandom Libraries: Maintenance in Transnational Media Ecologies through English-speaking Ensemble Stars!! Fans
Wu, Nguyen, Parent and Ramos

Materializing Design Knowledge with the Method for Design Materialization
Khaled and Bethancourt

LAVA: Large-scale Archaeological Videogame Analysis
Aycock, Biittner, Olguin and Asad
Session 14: Game Artificial Intelligence – Generating
Location: AUD 6

Play as Interface, Evolving HCI Through Game Verbs
Grace

Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning
Halina and Guzdial

High Dimensional Procedural Content Generation
Xu and Verbrugge

An Exploration of Collision-based Enemy Morphology Generation
Gonzalez and Guzdial

How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs
Xu, Bugti and Verbrugge
Industry Panel
Location: AUD 16
12:30 – 14:00Townhall – The Future of FDG (Lunch bags)
Location: AUD 6
14:00 – 15:30Session 15: Games Beyond Entertainment
Location: AUD 15

Waiting, Failing, Caring: Chronic Illness as Play in “you’re just imagining it” (npckc 2025)
Touzos

Between Player Experience and Experimental Control: Designing a Research Game for Cognitive Psychology
Yeung, Friehs, Kuhnke, Hartwigsen, Kiefer and Gómez-Maureira

Games for Children with Disabilities in Educational Contexts: A Scoping Review
Liu and Fowler

AURA: Automated Analysis and Reporting of Therapeutically Applied Table-top Role-Playing Games
Melhart, Dockhorn and Drachen

Talking Wildfire: How Discourse in Serious Games Shapes Collaborative Learning and Preparedness
Escarce Junior, Johns, Shukla, Lee, Hendawy, Jul, Isbister and Seif El-Nasr
Session 16: Game Design 2
Location: AUD 6

Cashing In on More Than Learning: Digital Games and Audience Experience in a Cultural History Money Exhibition
Willumsen

Behavior Ranking Systems in Online Multiplayer Video Games: An Analysis & Design Space
Vrettis, Pfau and Frommel

Designed to Fail: Puzzle Game Developers’ Perspectives on Designing Challenge and Failure
Anderson, Eshgarf, Carpenter and DeLiema

Actions And Activities As Game Design Building Blocks For Varied Theme-Centric Gameplay
Junnila

“Several Hundred Freaks and No One Else”: Practitioner Perspectives on Alternative Controller Design and Development in the MAGFest Indie Arcade Community
Truesdell and Faas
15:30 – 16:00Closing Remarks
Location: AUD 6