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Registration in Lobby H is at Danneskiold-Samsøes Allé 53, 1434 Copenhagen.

Monday, August 10, 2026

TitleTimeLocation
Registration + coffee 08:00-09:00Lobby 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 Making10:45 – 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
19:30 – 23:00AUD 15
Analog Assassination: Translating the Systemic Sandbox of Hitman into a Board Game by Ole Steiness19:30 – 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
19:30 – 23:00AUD 6

General Schedule & Breaks

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

Tuesday, August 11, 2026

TimeTrack 1Track 2Parallel Events
08:00 – 09:00Registration + Coffee
Location: Lobby H
09:00 – 09:30Opening Remarks
Location: AUD 6
09:30 – 10:30Keynote: Valentina Nisi
Location: AUD 6
10:30 – 11:00Coffee Break
Location: Lobby 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
Han

• 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
15:30 – 16:00Break
Location: Lobby H
16:00 – 17:30Session 5: Games Beyond Entertainment (Serious Games)
Location: AUD 15

(Withdrawn: 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
DJ + Snacks
Location: Foyer

Games + Demos
Location: AUD 16, AUD 17
List of games and demos.

Posters
Location: AUD 15, Foyer
Read the posters here.


17:30 – 19:00Games + Demos + Drinks + DJ
Games and Demos: AUD 16 & AUD 17
DJ and drinks: Foyer and AUD 15
19:00 Dinner (self-organized)

Wednesday, August 12, 2026

TimeTrack 1Track 2Parallel Events
08:30 – 09:30Registration + Coffee
Location: Lobby H
09:30 – 10:30Keynote: Miguel Sicart
Location: AUD 6
10:30 – 11:00Coffee Break
Location: Lobby 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
Schedule.
12:30 – 14:00Lunch (self-organized)
14:00 – 15:30Session 9: Game Criticism and Analysis (Through History and Back)
Location: AUD 15

• The Partial Truth about Virtual Objects: How Users Reason About and Explore Intentionally Simplified Environments
Juul, Hammar, Murphy and Canossa

• 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
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: Lobby 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: Aamann’s 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: Lobby H
09:30 – 10:30Keynote: Tim Garbos
Location: AUD 6
10:30 – 11:00Coffee Break
Location: Lobby 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
How Industry and Academia Can Co-Author the Future of Play
Location: AUD 16


• Kim Krogh (Avalanche Studios)
• Henrique Galvan (Flashbulb Games)
• Cecilie Mosfeldt (Raw Power Labs)
• Annakaisa Kultima (Aalto University)
• Johannes Pfau (Utrecht University)
• Anders Drachen (University of Southern Denmark)
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