Lindsay D. Grace

dblp:09/3123 · also Lindsay Grace · DBLP profile ↗
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29ranked-venue papers
22as first author
6since 2021 · last 2026
0000-0002-0417-453XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 28 · 21 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 24 · 19 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Repairing the Black Box: Restorative Critical Play Beyond Interaction in Generative Systems
abstract
As interactive systems shift toward probabilistic, generative models, algorithmic bias evolves into implicit hallucination and epistemic erasure, creating ecosystemic ripple effects. This paper proposes Restorative Critical Play, a theoretical design framework in practice that looks beyond interaction to interrogate and repair the epistemic violence within Generative AI. Drawing on Critical Design and Black Game Studies, the work argues that designers must expose the entangled realities of generative outputs rather than merely subverting mechanics.
Lindsay D. Grace
DIS1
2025 Hacking Twine as a System: Implications of Extending State-Based Tracking Elements and Application Packaging for HTML-Based IDNs
Andrew M. Phelps, Hartmut Koenitz, Lindsay D. Grace, Christopher A. Egert, Kelly Boudreau, Mia Consalvo
ICIDS (1)3
2024 Newsgames at 21, A Modern Storytelling Medium and Content Analysis of 101 Different Newsgames
Lindsay D. Grace
ICIDS (1)1
2023 Microgames as Intervention for Health Misinformation
Lindsay D. Grace, Victoria Orrego Dunleavy, Regina Ahn, Danny Mayo
DiGRA1
2023 The Ethical Colonizer? Grand Strategy Games, Colonization, and New Ways of Engaging Moral Choices
Mia Consalvo, Andrew M. Phelps, Lindsay D. Grace, Roger Altizer
ICIDS (2)3
2023 Gaming the System: Case Study in Investigative Journalism and Playful Interactive Narrative Design to Explain Systemic Bias in Immigration Policy
Lindsay D. Grace
ICIDS (2)1
2020 Awkward Annie: : Impacts of Playing on the Edge of Social Norms
abstract
Effective interpersonal and cross-cultural communication relies on pragmatics – knowing what to say to whom, and under what circumstances. Nevertheless, pragmatics is generally absent from formal second language instruction. The current effort describes a game designed to assess people's pragmatic ability. In the game, Awkward Annie, players are asked to intentionally select the most inappropriate things to say within conversations (i.e., be inappropriate and see what happens). Thus, players are able to escape from reality by being inappropriate. This work presents a between-subjects study designed to evaluate this twist using two versions of the game (selecting inappropriate versus appropriate responses). Participants in both conditions experienced the same content, but were provided with different goals (be inappropriate, be appropriate). The results indicate that users enjoyed both versions of game equally but performed better within the appropriate version of the game.
G. Tanner Jackson, Blair Lehman, Lindsay D. Grace
FDG3
2017 Awkward Annie: Game-Based Assessment of English Pragmatic Skills
G. Tanner Jackson, Lindsay D. Grace, Patricia Inglese, Jennifer Wain, Robert Hone
ACE2
2017 Striking a Balance: User-Experience and Performance in Computerized Game-Based Assessment
Carol Forsyth, G. Tanner Jackson, Delano Hebert, Blair Lehman, Patricia Inglese, Lindsay D. Grace
AIED6
2017 Love, Lust, Courtship and Affection as Evolution in Digital Play
Lindsay D. Grace
DiGRA Conference1
2016 A framework to help analyze if creating a game to teach a learning objective is worth the work
abstract
Video games are a popular technology adopted by educators to help teach ideas. The benefits are due to pedagogically beneficial characteristics of such games including their ability to adapt to the learner, allow failure, and entertain and engage players. However, designing a video game is a significant effort that takes time and may not even teach the desired learning objective(s). In this work, we provide a framework that can be used by educators to help determine if the effort needed to create a video game is worth it for a given learning objective(s). Our framework blends four pedagogical ideas so that educators can consider if their game is worth the design effort; these pedagogical tools/theories include: (1) Bloom's taxonomy; (2) the Substitution Augmentation Modification Redefinition (SAMR) Model; (3) Wiggins & McTighe course design approach and filter for learning objectives; (4) what we call, pedagogical logistics. With this framework, we analyze two games we have created, and we determine if the games we created were actually worth the effort. The overall goal is to create a framework and show how it can be used to help other researchers determine if their video game idea is worth creating.
Peter Jamieson, Lindsay D. Grace
FIE2
2015 VerilogTown: cars, crashes and hardware design
abstract
VerilogTown is a game about cars, crashes and hardware design. The game is designed to help teach and practice the hardware description language, Verilog. The game uses the metaphor of traffic signals to help players understand and practice the code needed to implement combinational and sequential logic in digital circuits. Borrowing from the emerging space of human computation games, player solutions in the games can be directly transferred to embedded system for real world use.
Lindsay D. Grace, Peter Jamieson, Naoki Mizuno
Advances in Computer Entertainment1
2015 Designing microgames for assessment: a case study in rapid prototype iteration
abstract
In contrast to the trend toward large scale, immersive games that aspire toward the polish and experience of conventional commercial games, the authors offer a design case study for the potential of microgames and assessment. Microgames are designed to be small, pointed experiences more analogous to a single question than an entire exam. Instead of offering diverse mechanics, microgames are small punctuated play experiences. Microgames are rapidly developed games, targeting a relatively narrow set of skills.
Lindsay D. Grace, G. Tanner Jackson, Christopher Totten, Julian Parker, Joyce Rice
Advances in Computer Entertainment1
2015 Objects of Affection: Kissing Games on Mobile Devices
Lindsay D. Grace
FDG1
2015 Persuasive Content: Understanding In-Game Advertising Retention in Players and Onlookers
Lindsay D. Grace, Dirk P. Janssen, James R. Coyle
FDG1
2015 Bug-fixing Game-like Syllabi: Evaluating Common Issues and Iterating New Pedagogical Mechanics
Christopher Totten, Joshua McCoy, Lindsay D. Grace, Sarah Aristil
FDG3
2014 You: a poetic game about meaning making and absence
abstract
You is a game about play and the illusive pursuit of meaningful play. Each level of the game is about problem solving a space for You to meet objectives while making sense of the in-game content. Using the player character You, the player is both making meaning out of nonsense and finding meaning where it is absent. The game is designed as a light-hearted critical reflection on the intersection of narratology and ludology. Players must play with You, I and Them in the immutable structure of meaning making that forms the challenge of the game.
Lindsay D. Grace
Advances in Computer Entertainment1
2014 Did you see that?: in-game advertising retention in players and onlookers
abstract
The effects of embedding advertising in digital games has been explored in only a few controlled studies. This research provides results of an efficacy analysis of in-game advertising within the controlled environment of a racing car game, an environment in which advertising blends in naturally. The experiment was designed to understand the effectiveness of in-game advertising for both players and onlookers. Examining players in both Europe and the United States, this study measured how in-game advertising works on those who participate in electronic entertainment and those who watch it. The results indicate that such advertising is more effective for onlookers than for players. Implications for designers and researchers is discussed.
Lindsay D. Grace, Dirk P. Janssen, James R. Coyle
Advances in Computer Entertainment1
2014 A linguistic analysis of games: Verbs and nouns for content estimation
Lindsay D. Grace
FDG1
2014 Big Huggin': Affection gaming for alternative play
Lindsay D. Grace
FDG1
2014 Black Like Me? Embedding 2-tiered procedural rhetoric in a critical game
Lindsay D. Grace
FDG1
2014 Equal opportunity affection games, critical design in Stolen Kisses
Lindsay D. Grace
FDG1
2014 The psychology of play: Understanding digital game evolution through developmental psychology
Lindsay D. Grace, Brooke Spangler
FDG1
2013 Affection Games in Digital Play: A Content Analysis of Web Playable Games
Lindsay D. Grace
DiGRA Conference1
2013 Big Huggin' A Case Study in Affection Gaming
Lindsay D. Grace
DiGRA Conference1
2012 Critical gameplay: designing games to critique convention
abstract
This paper discusses the critical gameplay design project and its newest evolution. After being exhibited in several international venues in 2009-2011, the project has evolved to employ a more pointed critique of game culture and how people play. The paper describes, Big Huggin', an affection game, Match, a game of procedural racism and Healer, and an unshooter about the Nanjing Massacre. These games continue to explore the notion of values in design.
Lindsay D. Grace
ACM Multimedia1
2011 The Poetics of Game Design, Rhetoric and the Independent Game
Lindsay D. Grace
DiGRA Conference1
2010 Music Box: An Algorithm for Producing Visual Music
abstract
This research proposes a method for producing music via visual composition in a computer-game like environment. This is accomplished through the development of artificial intelligence software that applies the visual rules of standard emergent behaviors to the algorithmic arrangement of musical tones. This research presents the proposed system, defining the algorithm and demonstrating its implementation.
Lindsay D. Grace
ACHI1
2009 gReader: A Universally Designed, Device-Independent Email Client
abstract
This paper describes the design, development and user study of a text-to-speech system for reviewing email messages. The system retrieves messages, converts them to audio files, and facilitates transferring the messages to a portable listening device. This study reviews the efficacy of such a system and compares the users' ability to comprehend spoken audio messages verses written messages. According to the study the system was successful, but the user interest in the design was only moderate.
Lindsay D. Grace
ACHI1