ACM Games: Research and Practice
ACM's journal for games research and practice, started in 2023. It publishes peer-reviewed work on game design, development, players and the games industry.
Documents
Evaluating Serious Slow Game Jams as a Mechanism for Co-Designing Serious Games to Improve Understanding of Cybersecurity
The Serious Slow Game Jam (SSGJ) methodology serves as a structured, low-pressure alternative to traditional, high-intensity game development events, specifically designed to facilitate the co-creation of serious games for cybersecurity education.
Design of Cryptopol: A Serious Game for Teaching Cryptocurrency Tracing Techniques to Law Enforcement
Cryptopol serves as a specialized serious game designed to bridge the critical training gap for law enforcement agencies tasked with investigating illicit cryptocurrency transactions.
- Cryptopol is a serious game developed by Europol and CENTRIC to train law enforcement in tracing illicit cryptocurrency transactions, including DeFi and NFT-related crimes.
- The platform has successfully trained over 1,500 investigators across 550 agencies in 50 countries.
- The training utilizes a modular, scenario-based architecture that allows for continuous updates to address emerging technological threats in digital financial crime.
Playful by Design: Embedding Children's Rights into the Digital World
Digital products must evolve beyond basic safety and privacy compliance to actively foster agency, creativity, and open-ended play for younger users.
- Digital product development must shift from basic safety and privacy compliance toward a rights-based framework that actively fosters children's agency, creativity, and open-ended play.
- The 'Playful by Design' framework utilizes an ecological perspective to analyze socio-cultural, material-functional, and contextual-spatial factors across micro, meso, and macro levels.
- Developers should replace manipulative dark patterns with design architectures that support child-led improvisation and developmental needs.
Affective Uplift During Video Game Play: A Naturalistic Case Study
Video games serve as effective tools for short-term mood regulation, functioning primarily as recovery activities that help players manage daily stress.
Shopping Around for Loot Box Presence Warning Labels: Unsatisfactory Compliance
Industry self-regulation regarding the disclosure of loot box mechanics in digital games is fundamentally failing to protect consumers.
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