The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Live Game Design: Prototyping at the Speed of Play
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Design Science in Information Systems Research1
Hevner, A. R., March, S. T., Park, J., & Ram, S. (2004) · MIS Quarterly · doi:10.2307/25148625 · Cited by 10,707 · cited 2×
“We employ design research, an iterative research method for advancing the state of the art, validating theories, and evaluating practical solutions with its users [13].”
Research works printed but not linked: 41
- Ernest Adams and Joris Dormans. 2012. Game Mechanics: Advanced Game Design. New Riders.
- Cameron Browne. 2012. Yavalath: Sample Chapter from Evolutionary Game Design. J. Int. Comput. Games Assoc. 35 1 (2012). · doi:10.3233/icg-2012-35103
- Cameron Browne, Matthew Stephenson, Éric Piette, and Dennis J. N. J. Soemers. 2019. A Practical Introduction to the Ludii General Game System. In Advances in Computer Games, ACG 2019(LNCS, Vol. 12516). Springer.
- Kate Compton and Michael Mateas. 2015. Casual Creators. In Proceedings of the Sixth International Conference on Computational Creativity, ICCC 2015. computationalcreativity.net.
- 10.1007/978-3-319-27036-4_14 · DOI
- 10.1109/CoG47356.2020.9231750 · DOI
- 10.1609/aiide.v18i1.21968 · doi:10.1609/aiide.v18i1.21968
- Joris Dormans. 2009. Machinations: Elemental Feedback Patterns for Game Design. In GAME-ON-NA. EUROSIS.
- 10.1201/b16671 · doi:10.1201/b16671
- Swen E. Gaudl Mark J. Nelson Simon Colton Rob Saunders Edward Jack Powley Blanca Pérez Ferrer Peter Ivey and Michael Cook. 2018. Rapid Game Jams with Fluidic Games: A User Study & Design Methodology. Entertainment Computing 27 (2018). · DOI
- 10.1145/3649921.3649992 · doi:10.1145/3649921.3649992
- 10.1145/154766.155364 · DOI · Paper page
- Paul Klint and Riemer van Rozen. 2013. Micro-Machinations: A DSL for Game Economies. In Software Language Engineering, SLE 2013(LNCS, Vol. 8225). Springer.
- 10.5555/2601678 · doi:10.5555/2601678
- 10.1609/aiide.v16i1.7417 · DOI
- Gorm Lai Frederic Fol Leymarie and William Latham. 2022. On Mixed-Initiative Content Creation for Video Games. IEEE Transactions on Games 14 4 (2022). · DOI
- Antonios Liapis, Georgios N. Yannakakis, and Julian Togelius. 2013. Sentient Sketchbook: Computer-Aided Game Level Authoring. In Foundations of Digital Games, FDG 2013. SASDG.
- Matthew B. MacLaurin. 2011. The Design of Kodu: A Tiny Visual Programming Language for Children on the Xbox 360. SIGPLAN Not. 46 1 (Jan. 2011). · doi:10.1145/1925844.1926413
- Richard E. Mayer and Roxana Moreno. 2003. Nine Ways to Reduce Cognitive Load in Multimedia Learning. Educational psychologist 38 1 (2003). · DOI · Paper page
- 10.1007/978-3-540-74782-6_54 · DOI
- Donald A. Norman. 1986. Cognitive Engineering. User centered system design 31 (1986) 61. · DOI · Paper page
- Meihua Qian and Karen R. Clark. 2016. Game-based Learning and 21st Century Skills: A Review of Recent Research. Comput. Hum. Behav. 63 (2016). · DOI · Paper page
- Patrick Rein Stefan Ramson Jens Lincke Robert Hirschfeld and Tobias Pape. 2019. Exploratory and Live Programming and Coding - A Literature Study Comparing Perspectives on Liveness. Art Sci. Eng. Program. 3 1 (2019) 1. · DOI
- Alexander Repenning and Tamara Sumner. 1995. Agentsheets: A Medium for Creating Domain-Oriented Languages. Computer 28 3 (1995). · DOI · Paper page
- Mitchel Resnick John H. Maloney Andrés Monroy-Hernández Natalie Rusk Evelyn Eastmond Karen Brennan Amon Millner Eric Rosenbaum Jay S. Silver Brian Silverman and Yasmin B. Kafai. 2009. Scratch: Programming for All. Commun. ACM 52 11 (2009). · DOI · Paper page
- Katie Salen. 2007. Gaming Literacies: A Game Design Study in Action. Journal of Educational Multimedia and Hypermedia 16 3 (2007).
- 10.1007/978-3-030-89394-1_14 · doi:10.1007/978-3-030-89394-1_14
- 10.1201/9780080919171 · DOI · Paper page
- 10.1109/ITW.2010.5593368 · DOI
- Gillian Smith Jim Whitehead and Michael Mateas. 2011. Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. IEEE Trans. Comput. Intell. AI Games 3 3 (2011). · DOI · Paper page
- Cynthia Solomon Brian Harvey Ken Kahn Henry Lieberman Mark L. Miller Margaret Minsky Artemis Papert and Brian Silverman. 2020. History of Logo. Proc. ACM Program. Lang. 4 HOPL (2020). · DOI
- 10.1109/LIVE.2013.6617346 · DOI
- 10.1109/CIG.2008.5035629 · DOI · Paper page
- 10.1145/2538528.2538537 · DOI
- Jeroen J. G. van Merriënboer and John Sweller. 2005. Cognitive Load Theory and Complex Learning: Recent Developments and Future Direction. Educational Psychology Review 17 2 (2005). · DOI · Paper page
- Riemer van Rozen. 2015. A Pattern-Based Game Mechanics Design Assistant. In International Conference on the Foundations of Digital Games, FDG 2015. SASDG.
- Riemer van Rozen. 2021. Languages of Games and Play: A Systematic Mapping Study. Comput. Surveys 53 6 (2021). · DOI
- 10.1145/3623476.3623515 · doi:10.1145/3623476.3623515
- 10.1145/3623504.3623570 · doi:10.1145/3623504.3623570
- Riemer van Rozen. 2024. Live Game Design: You Make the Rules. In CWI Open Day, Science Weekend, Oktober 5 2024. Tutorial, demo and workshop.
- Riemer van Rozen and Joris Dormans. 2014. Adapting Game Mechanics with Micro-Machinations. In Foundations of Digital Games, FDG 2014. SASDG.
Metadata
- Authors
- van Rozen, R.
- Venue
- Proceedings of the 20th International Conference on the Foundations of Digital Games
- Publisher
- ACM
- Published
- 2025-04-15
- Pages
- 1-12
- Cited by
- 2
- References
- 1
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Live Game Design: Prototyping at the Speed of Play. https://app.cochat.ai/papers/10.1145/3723498.3723726
- The paper
- van Rozen, R. (2025). Live Game Design: Prototyping at the Speed of Play. Proceedings of the 20th International Conference on the Foundations of Digital Games. https://doi.org/10.1145/3723498.3723726
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.