Books and Book Chapters
2020
- Melcer, E. F., & Cuerdo, M. A. M. (2020). “Death & Rebirth in Platformer Games”. In Game User Experience and Player-Centered Design. Springer.
- In Press: Melcer, E. F., & Isbister, K. (2020). “Learning with the Body: A Design Framework for Embodied Learning Games and Simulations”. In Software Engineering Perspectives in Computer Game Development.
Peer Reviewed Conference and Journal Publications
2020
- Grasse, K. M., & Melcer, E. F. (2020). “Generation: A Novel Fabrication Game for Simulating Evolution and Natural Selection”. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. CHI-Play ’20, Ottawa, Canada. ACM.
- Diez, J. & Melcer, E. F. (2020). “Cookie Mania: A Serious Game for Teaching Internet Cookies to High School and College Students”. In Proceedings of Joint International Conference on Entertainment Computing and Serious Games. Springer, Cham, 2020.
- Camingue, J., Melcer, E. F., & Carstensdottir, E. (2020). “A (Visual) Novel Route to Learning: A Taxonomy of Educational Visual Novels”. In Proceedings of the 15th international conference on the Foundations of Digital Games. FDG ’20, Malta. ACM.
- *Exceptional Paper Award* Melcer, E. F., Grasse, K., Ryan, J., Junius, N., Kreminski, M., Squinkifer, D., Hill, B., & Wardrip-Fruin, N. (2020). “Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research”. In Proceedings of the 15th international conference on the Foundations of Digital Games. FDG ’20, Malta. ACM. In Collaboration with the Expressive Intelligence Studio.
- Kao, D., Mousas, C., Magana, A. J., Harrell, D. F., Ratan, R., Melcer, E. F., Sherrick, B., Parsons, P., & Gusev, D. A. (2020). “Hack.VR: A Programming Game in Virtual Reality“. In Proceedings of the 15th international conference on the Foundations of Digital Games. FDG ’20, Malta. ACM.
- Cuerdo, M. A. M., & Melcer, E. (2020). ““I’ll Be Back”: A Taxonomy of Death and Rebirth in Platformer Video Games“. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. CHI ’20, Hawaii, USA. ACM.
- Melcer, E. F., Ryan, J., Junius, N., Kreminski, M., Squinkifer, D., Hill, B., & Wardrip-Fruin, N. (2020). “Teaching Responsible Conduct of Research Through an Interactive Storytelling Game”. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. CHI ’20, Hawaii, USA. ACM. In Collaboration with the Expressive Intelligence Studio.
2019
- Keehl, O. & Melcer, E. (2019). “Radical Tunes: Exploring the Impact of Music on Memorization of Stroke Order in Logographic Writing Systems“. In Proceedings of the 14th International Conference on the Foundations of Digital Games.
- Kreminski, M., Samuel, B., Melcer, E., & Wardrip-Fruin, N. (2019). “Evaluating AI-Based Games Through Retellings“. In Fifteenth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE). In Collaboration with the Expressive Intelligence Studio.
2018
- Ottmar, E. R., Melcer, E., Abrahamson, D., Nathan, M. J., Fyfe, E., & Smith, C. (2018). “EMBODIED MATHEMATICAL IMAGINATION AND COGNITION (EMIC) WORKING GROUP”. In North American Chapter of the International Group for the Psychology of Mathematics Education (2018).
- Melcer, E.F. (2018). “Toward Embodied Learning Mechanics: A Tool to Guide the Design of Physical Interactions in Educational Games”. In Proceedings of the 2018 International Academic Conference of Meaningful Play.
- *Best Paper Honorable Mention Award* Melcer, E.F., & Isbister, K. (2018). “Bots & (Main)Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game”. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. CHI ’18, Montréal, Canada. ACM.
- Höök, K. et al. “Embracing first-person perspectives in soma-based design“. In Informatics (Vol. 5, No. 1, p. 8). Multidisciplinary Digital Publishing Institute.
Festival and Event Presentations
2019
- Mad Mixologist. (July, 2019). Come Out and Play NYC.
- Disaster Awareness Games. (March, 2019). US Census Bureau, Opportunity Project Demo Day.
Invited Presentations
2020
- Building Better (Educational) Games: Exploring Embodied Design Decisions that Impact Learning Outcomes. (November, 2020). SESAME Colloquium, UC Berkley.
- Communication Gaps between Video Game Researchers. (July, 2020). International Conference on Human-Computer Interaction, Copenhagen, Denmark.
2019
- Alternative Controller Games and Wearables. (October, 2019). Playful Wearables Panel, IndieCade 2019, Santa Monica, CA.
- ALT-CTRL: Bringing the Body Back into Serious Games. (July, 2019). Serious Play Conference.
- DIY and Alternative Controller Games. (July, 2019). TechTALK: Gaming at the Hardware Boundaries, SEMICON West.
- Gaming for Learning – Fireside Chat with Ubisoft. (February, 2019). Innovative Technologies for Learning Meetup Group.
2018
- ALT-CTRL: Bringing Embodied Physical Interactions into the Design of Games and Learning. (July, 2018). Collaborative Learning of Usability Experiences (CLUE) Seminar Series.