[
  {
    "author": [
      {
        "family": "TODO"
      }
    ],
    "id": "TODO",
    "issued": {
      "date-parts": [
        [
          1970
        ]
      ]
    },
    "title": "TODO: Fill in this citation!",
    "title-short": "TODO",
    "type": "article-journal"
  },
  {
    "author": [
      {
        "family": "Ashlock",
        "given": "Daniel"
      },
      {
        "family": "McGuinness",
        "given": "Cameron"
      }
    ],
    "container-title": "2014 IEEE conference on computational intelligence and games",
    "id": "ashlock2014automatic",
    "issued": {
      "date-parts": [
        [
          2014
        ]
      ]
    },
    "page": "1-8",
    "publisher": "IEEE",
    "title": "Automatic generation of fantasy role-playing modules",
    "type": "paper-conference"
  },
  {
    "author": [
      {
        "family": "Madkour",
        "given": "Abdelrahman"
      },
      {
        "family": "Marsella",
        "given": "Stacy"
      },
      {
        "family": "Harteveld",
        "given": "Casper"
      }
    ],
    "container-title": "Proceedings of the 17th international conference on the foundations of digital games",
    "id": "madkour2022towards",
    "issued": {
      "date-parts": [
        [
          2022
        ]
      ]
    },
    "page": "1-12",
    "title": "Towards non-technical designer control over PCG systems: Investigating an example-based mechanism for controlling graph grammars",
    "title-short": "Towards non-technical designer control over PCG systems",
    "type": "paper-conference"
  },
  {
    "author": [
      {
        "family": "Lavender",
        "given": "Becky"
      },
      {
        "family": "Thompson",
        "given": "Tommy"
      }
    ],
    "container-title": "Proceedings of the Foundations of Digital Games",
    "id": "lavender2015adventures",
    "issued": {
      "date-parts": [
        [
          2015
        ]
      ]
    },
    "title": "Adventures in hyrule: Generating missions & maps for action adventure games",
    "title-short": "Adventures in hyrule",
    "type": "article-journal"
  },
  {
    "DOI": "10.1145/3067695.3075614",
    "ISBN": "9781450349390",
    "URL": "https://doi.org/10.1145/3067695.3075614",
    "abstract": "In this paper we propose an interactive genetic algorithm to evolve maze levels for computer games. We represent a maze with a cellular automaton and the genetic algorithm evolves the cellular automata rules applied to a starting maze level state. Users then rate the fitness of a subset of the generated population using an image of the top-down view of the maze. After ten generations, users then play through the best evolved maze within a maze runner type game using a first person perspective. User ratings show that our IGA was able to evolve highly rated mazes.",
    "author": [
      {
        "family": "Adams",
        "given": "Chad"
      },
      {
        "family": "Parekh",
        "given": "Hirav"
      },
      {
        "family": "Louis",
        "given": "Sushil J."
      }
    ],
    "collection-title": "GECCO ’17",
    "container-title": "Proceedings of the genetic and evolutionary computation conference companion",
    "id": "10.1145/3067695.3075614",
    "issued": {
      "date-parts": [
        [
          2017
        ]
      ]
    },
    "keyword": "procedural content, genetic algorithm, evolutionary computing",
    "page": "85-86",
    "publisher": "Association for Computing Machinery",
    "publisher-place": "New York, NY, USA",
    "title": "Procedural level design using an interactive cellular automata genetic algorithm",
    "type": "paper-conference"
  },
  {
    "author": [
      {
        "family": "Karavolos",
        "given": "Daniel"
      },
      {
        "family": "Liapis",
        "given": "Antonios"
      },
      {
        "family": "Yannakakis",
        "given": "Georgios N"
      }
    ],
    "container-title": "2016 IEEE conference on computational intelligence and games (CIG)",
    "id": "karavolos2016evolving",
    "issued": {
      "date-parts": [
        [
          2016
        ]
      ]
    },
    "page": "1-8",
    "publisher": "IEEE",
    "title": "Evolving missions to create game spaces",
    "type": "paper-conference"
  },
  {
    "DOI": "https://doi.org/10.1016/j.asoc.2022.108586",
    "ISSN": "1568-4946",
    "URL": "https://www.sciencedirect.com/science/article/pii/S1568494622000989",
    "abstract": "This paper presents a search-based solution for the generation of dungeon levels with barrier mechanics and the placement of challenges and rewards in the levels’ rooms. The barrier is a feature that temporarily blocks the player’s progression, where one or more keys will unblock the way. The placement of barriers and keys must satisfy some constraints since the player cannot be stuck during the gameplay. Feasible–Infeasible Two-Population Genetic Algorithm (FI2Pop GA) evolves a grid representation that handles the level dependencies of barrier mechanics. We propose the concept of ordered regions to control the availability of keys better in the levels and procedures to create levels with more diversity in their contents. Data to measure the variety of the generated content is collected based on map linearity, mission linearity, leniency, and path redundancy. We analyzed our results through expressive range analysis, and it shows that our approach can generate a wide variety of playable levels.",
    "author": [
      {
        "family": "Viana",
        "given": "Breno M. F."
      },
      {
        "family": "Pereira",
        "given": "Leonardo T."
      },
      {
        "family": "Toledo",
        "given": "Claudio F. M."
      },
      {
        "family": "Santos",
        "given": "Selan R.",
        "non-dropping-particle": "dos"
      },
      {
        "family": "Maia",
        "given": "Silvia M. D. M."
      }
    ],
    "container-title": "Applied Soft Computing",
    "id": "viana2022feasible",
    "issued": {
      "date-parts": [
        [
          2022
        ]
      ]
    },
    "keyword": "Level generation, Procedural content generation, Barrier mechanics, Video games, Constrained optimization",
    "page": "108586",
    "title": "Feasible–infeasible two-population genetic algorithm to evolve dungeon levels with dependencies in barrier mechanics",
    "type": "article-journal",
    "volume": "119"
  },
  {
    "author": [
      {
        "family": "Xu",
        "given": "Kaijie"
      },
      {
        "family": "Zhang",
        "given": "Yiwei"
      },
      {
        "family": "Yang",
        "given": "Brian"
      },
      {
        "family": "Verbrugge",
        "given": "Clark"
      }
    ],
    "container-title": "Proceedings of the 2026 CHI conference on human factors in computing systems",
    "id": "xu2026deconstructing",
    "issued": {
      "date-parts": [
        [
          2026
        ]
      ]
    },
    "page": "1-31",
    "title": "Deconstructing open-world game mission design formula: A thematic analysis using an action-block framework",
    "title-short": "Deconstructing open-world game mission design formula",
    "type": "paper-conference"
  },
  {
    "author": [
      {
        "family": "Smith",
        "given": "Thomas"
      },
      {
        "family": "Padget",
        "given": "Julian"
      },
      {
        "family": "Vidler",
        "given": "Andrew"
      }
    ],
    "container-title": "Proceedings of the 13th international conference on the foundations of digital games",
    "id": "smith2018graph",
    "issued": {
      "date-parts": [
        [
          2018
        ]
      ]
    },
    "page": "1-10",
    "title": "Graph-based generation of action-adventure dungeon levels using answer set programming",
    "type": "paper-conference"
  },
  {
    "DOI": "https://doi.org/10.1016/S0004-3702(03)00114-0",
    "ISSN": "0004-3702",
    "URL": "https://www.sciencedirect.com/science/article/pii/S0004370203001140",
    "abstract": "We present a general theory of topological maps whereby sensory input, topological and local metrical information are combined to define the topological maps explaining such information. Topological maps correspond to the minimal models of an axiomatic theory describing the relationships between the different sources of information explained by a map. We use a circumscriptive theory to specify the minimal models associated with this representation. The theory here proposed is independent of the exploration strategy the agent follows when building a map. We provide an algorithm to calculate the models of the theory. This algorithm supports different exploration strategies and facilitates map disambiguation when perceptual aliasing arises.",
    "author": [
      {
        "family": "Remolina",
        "given": "Emilio"
      },
      {
        "family": "Kuipers",
        "given": "Benjamin"
      }
    ],
    "container-title": "Artificial Intelligence",
    "id": "remolina2004towards",
    "issue": "1",
    "issued": {
      "date-parts": [
        [
          2004
        ]
      ]
    },
    "keyword": "Topological maps, Causal maps, View graph, Spatial representations, Map building, Cognitive robotics, Spatial semantic hierarchy (SSH), Nested abnormality theories (NATs)",
    "page": "47-104",
    "title": "Towards a general theory of topological maps",
    "type": "article-journal",
    "volume": "152"
  },
  {
    "author": [
      {
        "family": "Emerson",
        "given": "E Allen"
      }
    ],
    "container-title": "Formal models and semantics",
    "id": "emerson1990temporal",
    "issued": {
      "date-parts": [
        [
          1990
        ]
      ]
    },
    "page": "995-1072",
    "publisher": "Elsevier",
    "title": "Temporal and modal logic",
    "type": "chapter"
  },
  {
    "DOI": "10.1038/s41586-020-03157-9",
    "URL": "https://doi.org/10.1038/s41586-020-03157-9",
    "accessed": {
      "date-parts": [
        [
          2022,
          5,
          26
        ]
      ]
    },
    "author": [
      {
        "family": "Ecoffet",
        "given": "Adrien"
      },
      {
        "family": "Huizinga",
        "given": "Joost"
      },
      {
        "family": "Lehman",
        "given": "Joel"
      },
      {
        "family": "Stanley",
        "given": "Kenneth O."
      },
      {
        "family": "Clune",
        "given": "Jeff"
      }
    ],
    "container-title": "Nature",
    "id": "ecoffet2021first",
    "issued": {
      "date-parts": [
        [
          2021,
          2
        ]
      ]
    },
    "page": "580-586",
    "title": "First return, then explore",
    "type": "article-journal",
    "volume": "590"
  },
  {
    "DOI": "10.3390/s19204595",
    "ISSN": "1424-8220",
    "URL": "https://www.mdpi.com/1424-8220/19/20/4595",
    "abstract": "Exploration of unknown environments is a fundamental problem in autonomous robotics that deals with the complexity of autonomously traversing an unknown area while acquiring the most important information of the environment. In this work, a mobile robot exploration algorithm for indoor environments is proposed. It combines frontier-based concepts with behavior-based strategies in order to build a topological representation of the environment. Frontier-based approaches assume that, to gain the most information of an environment, the robot has to move to the regions on the boundary between open space and unexplored space. The novelty of this work is in the semantic frontier classification and frontier selection according to a cost&ndash;utility function. In addition, a probabilistic loop closure algorithm is proposed to solve cyclic situations. The system outputs a topological map of the free areas of the environment for further navigation. Finally, simulated and real-world experiments have been carried out, their results and the comparison to other state-of-the-art algorithms show the feasibility of the exploration algorithm proposed and the improvement that it offers with regards to execution time and travelled distance.",
    "author": [
      {
        "family": "Gomez",
        "given": "Clara"
      },
      {
        "family": "Hernandez",
        "given": "Alejandra C."
      },
      {
        "family": "Barber",
        "given": "Ramon"
      }
    ],
    "container-title": "Sensors",
    "id": "gomez2019topological",
    "issue": "20",
    "issued": {
      "date-parts": [
        [
          2019
        ]
      ]
    },
    "title": "Topological frontier-based exploration and map-building using semantic information",
    "type": "article-journal",
    "volume": "19"
  },
  {
    "URL": "http://ceur-ws.org/Vol-2313/KEG_2019_paper_9.pdf",
    "accessed": {
      "date-parts": [
        [
          2022,
          5,
          26
        ]
      ]
    },
    "author": [
      {
        "family": "Zhan",
        "given": "Zeping"
      },
      {
        "family": "Aytemiz",
        "given": "Batu"
      },
      {
        "family": "Smith",
        "given": "Adam M."
      }
    ],
    "container-title": "2nd Workshop on Knowledge Extraction from Games at the 33rd AAAI Conference on Artificial Intelligence",
    "id": "zhan2018taking",
    "issued": {
      "date-parts": [
        [
          2019,
          1
        ]
      ]
    },
    "page": "26-34",
    "title": "Taking the scenic route: Automatic exploration for videogames",
    "title-short": "Taking the scenic route",
    "type": "paper-conference"
  },
  {
    "URL": "https://ojs.aaai.org/index.php/AIIDE/article/view/18892",
    "accessed": {
      "date-parts": [
        [
          2022,
          5,
          26
        ]
      ]
    },
    "author": [
      {
        "family": "Osborn",
        "given": "Joseph C."
      },
      {
        "family": "Summerville",
        "given": "Adam"
      },
      {
        "family": "Dailey",
        "given": "Nathan"
      },
      {
        "family": "Lim",
        "given": "Soksamnang"
      }
    ],
    "container-title": "Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment",
    "id": "osborn2021mappyland",
    "issue": "1",
    "issued": {
      "date-parts": [
        [
          2021
        ]
      ]
    },
    "page": "66-73",
    "title": "MappyLand: Fast, accurate mapping for console games",
    "title-short": "MappyLand",
    "type": "article-journal",
    "volume": "17"
  },
  {
    "DOI": "10.1109/TG.2018.2861759",
    "author": [
      {
        "family": "Campbell",
        "given": "Jonathan"
      },
      {
        "family": "Verbrugge",
        "given": "Clark"
      }
    ],
    "container-title": "IEEE Transactions on Games",
    "id": "campbell2019exploration",
    "issue": "4",
    "issued": {
      "date-parts": [
        [
          2019
        ]
      ]
    },
    "page": "363-373",
    "title": "Exploration in NetHack with secret discovery",
    "type": "article-journal",
    "volume": "11"
  },
  {
    "DOI": "https://doi.org/10.1016/S0272-4944(89)80012-X",
    "ISSN": "0272-4944",
    "URL": "https://www.sciencedirect.com/science/article/pii/S027249448980012X",
    "abstract": "This paper describes an implementation of a computational process model of spatial learning. The model is designed to represent basic components of human information processing, as identified by contemporary psychological research and theory. The model comprises two modules, representing an objective view of a suburban environment and a cognitive view of the environment, together with the associated cognitive processes relating to spatial learning and navigation. The second module is based upon information-processing assumptions that relate, for example, to multiple sites of storage, filtering and selection, sensitivity to the importance of environmental features, and forgetting. The implications of the model concerning the processing stages that limit spatial learning, the incremental nature of learning, and the effects of both individual and environmental variation are tested in a series of simulations. By this means the model is of value in tracing out how the architecture of human information processing, in a broad sense, might limit and control the extraction and use of environmental information. More specific model-based predictions are also considered.",
    "author": [
      {
        "family": "Gopal",
        "given": "Sucharita"
      },
      {
        "family": "Klatzky",
        "given": "Roberta L."
      },
      {
        "family": "Smith",
        "given": "Terence R."
      }
    ],
    "container-title": "Journal of Environmental Psychology",
    "id": "gopal1989navigator",
    "issue": "4",
    "issued": {
      "date-parts": [
        [
          1989
        ]
      ]
    },
    "page": "309-331",
    "title": "Navigator: A psychologically based model of environmental learning through navigation",
    "title-short": "Navigator",
    "type": "article-journal",
    "volume": "9"
  },
  {
    "author": [
      {
        "family": "Bartle",
        "given": "Richard"
      }
    ],
    "container-title": "Journal of MUD research",
    "id": "bartle1996hearts",
    "issue": "1",
    "issued": {
      "date-parts": [
        [
          1996
        ]
      ]
    },
    "page": "19",
    "title": "Hearts, clubs, diamonds, spades: Players who suit MUDs",
    "title-short": "Hearts, clubs, diamonds, spades",
    "type": "article-journal",
    "volume": "1"
  },
  {
    "author": [
      {
        "family": "Gazzard",
        "given": "Alison"
      }
    ],
    "container-title": "Game Studies",
    "id": "gazzard2011unlocking",
    "issue": "1",
    "issued": {
      "date-parts": [
        [
          2011
        ]
      ]
    },
    "page": "9-13",
    "title": "Unlocking the gameworld: The rewards of space and time in videogames",
    "title-short": "Unlocking the gameworld",
    "type": "article-journal",
    "volume": "11"
  },
  {
    "author": [
      {
        "family": "Moura",
        "given": "Dinara"
      },
      {
        "family": "El-Nasr",
        "given": "Magy Seif"
      },
      {
        "family": "Shaw",
        "given": "Christopher D"
      }
    ],
    "container-title": "ACM SIGGRAPH 2011 game papers",
    "id": "moura2011visualizing",
    "issued": {
      "date-parts": [
        [
          2011
        ]
      ]
    },
    "page": "1-6",
    "title": "Visualizing and understanding players’ behavior in video games: Discovering patterns and supporting aggregation and comparison",
    "title-short": "Visualizing and understanding players’ behavior in video games",
    "type": "chapter"
  },
  {
    "author": [
      {
        "family": "Milam",
        "given": "David"
      },
      {
        "family": "El Nasr",
        "given": "Magy Seif"
      }
    ],
    "container-title": "Proceedings of the 5th ACM SIGGRAPH symposium on video games",
    "id": "milam2010design",
    "issued": {
      "date-parts": [
        [
          2010
        ]
      ]
    },
    "page": "37-42",
    "title": "Design patterns to guide player movement in 3D games",
    "type": "paper-conference"
  },
  {
    "author": [
      {
        "family": "Moura",
        "given": "Dinara"
      },
      {
        "family": "Bartram",
        "given": "Lyn"
      }
    ],
    "container-title": "CHI’14 extended abstracts on human factors in computing systems",
    "id": "moura2014investigating",
    "issued": {
      "date-parts": [
        [
          2014
        ]
      ]
    },
    "page": "1513-1518",
    "title": "Investigating players’ responses to wayfinding cues in 3D video games",
    "type": "chapter"
  },
  {
    "author": [
      {
        "family": "Hoeg",
        "given": "Thomas"
      }
    ],
    "genre": "PhD thesis",
    "id": "hoeg2008invisible",
    "issued": {
      "date-parts": [
        [
          2008
        ]
      ]
    },
    "note": "Master’s thesis",
    "publisher": "Southern Methodist University",
    "title": "The invisible hand: Using level design elements to manipulate player choice",
    "title-short": "The invisible hand",
    "type": "thesis"
  },
  {
    "author": [
      {
        "family": "Si",
        "given": "Chen"
      }
    ],
    "genre": "PhD thesis",
    "id": "si2017believable",
    "issued": {
      "date-parts": [
        [
          2017
        ]
      ]
    },
    "publisher": "University of Technology Sydney",
    "title": "Believable exploration: Investigating human exploration behavior to inform the design of believable agents in video games",
    "title-short": "Believable exploration",
    "type": "thesis"
  },
  {
    "author": [
      {
        "family": "Biggs",
        "given": "Michael"
      },
      {
        "family": "Fischer",
        "given": "Ute"
      },
      {
        "family": "Nitsche",
        "given": "Michael"
      }
    ],
    "container-title": "Proceedings of the 2008 ACM SIGGRAPH symposium on video games",
    "id": "biggs2008supporting",
    "issued": {
      "date-parts": [
        [
          2008
        ]
      ]
    },
    "page": "123-128",
    "title": "Supporting wayfinding through patterns within procedurally generated virtual environments",
    "type": "paper-conference"
  },
  {
    "DOI": "10.1145/3336144",
    "ISSN": "1073-0516",
    "URL": "https://doi.org/10.1145/3336144",
    "abstract": "Maps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read-only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design.",
    "author": [
      {
        "family": "Toups",
        "given": "Z O."
      },
      {
        "family": "Lalone",
        "given": "Nicolas"
      },
      {
        "family": "Alharthi",
        "given": "Sultan A."
      },
      {
        "family": "Sharma",
        "given": "Hitesh Nidhi"
      },
      {
        "family": "Webb",
        "given": "Andrew M."
      }
    ],
    "container-title": "ACM Trans. Comput.-Hum. Interact.",
    "id": "toups2019making",
    "issue": "5",
    "issued": {
      "date-parts": [
        [
          2019,
          7
        ]
      ]
    },
    "keyword": "cartography, Game design, maps",
    "publisher": "Association for Computing Machinery",
    "publisher-place": "New York, NY, USA",
    "title": "Making maps available for play: Analyzing the design of game cartography interfaces",
    "title-short": "Making maps available for play",
    "type": "article-journal",
    "volume": "26"
  },
  {
    "DOI": "10.1145/3572921.3572926",
    "ISBN": "9798400700248",
    "URL": "https://doi.org/10.1145/3572921.3572926",
    "abstract": "The purpose of this research is to examine how players engage in exploration in videogames. Open-world games are becoming increasingly popular, however, despite this growing popularity, empirical research into how players engage in these spaces is still emerging. By understanding how players will explore, designers can continue to create engaging open-world experiences. A diary study was conducted to examine participants’ gameplay experiences while playing an open-world game. Twelve participants took part in the study by playing The Witcher 3 for two weeks. Through a thematic analysis of participants’ diary entries, five activity themes were found – including exploring quests, items, combat, locations, and interactive environments. The results presented in this paper expands on the emerging research, and provides a deeper understanding of how players engage in exploration in videogames.",
    "author": [
      {
        "family": "Vickery",
        "given": "Nicole E M"
      },
      {
        "family": "Wyeth",
        "given": "Peta"
      }
    ],
    "container-title": "Proceedings of the 34th australian conference on HCI",
    "id": "vickery2023exploration",
    "issued": {
      "date-parts": [
        [
          2023
        ]
      ]
    },
    "keyword": "Open-world games, Gameplay Activities, Exploration, Diary Studies",
    "page": "310-318",
    "publisher": "Association for Computing Machinery",
    "publisher-place": "New York, NY, USA",
    "title": "Exploration in open-world videogames: Environment, items, locations, quests, and combat in the witcher 3",
    "title-short": "Exploration in open-world videogames",
    "type": "paper-conference"
  },
  {
    "author": [
      {
        "family": "Hughes",
        "given": "Nathan Gerard Jayy"
      }
    ],
    "genre": "PhD thesis",
    "id": "hughes2023understanding",
    "issued": {
      "date-parts": [
        [
          2023
        ]
      ]
    },
    "publisher": "University of York",
    "title": "Understanding specific gaming experiences: The case of open world games",
    "title-short": "Understanding specific gaming experiences",
    "type": "thesis"
  },
  {
    "author": [
      {
        "family": "Kagen",
        "given": "Melissa"
      }
    ],
    "id": "kagen2022wandering",
    "issued": {
      "date-parts": [
        [
          2022
        ]
      ]
    },
    "publisher": "MIT Press",
    "title": "Wandering games",
    "type": "book"
  },
  {
    "author": [
      {
        "family": "Totten",
        "given": "Christopher W."
      }
    ],
    "id": "totten2014architectural",
    "issued": {
      "date-parts": [
        [
          2014
        ]
      ]
    },
    "publisher": "A K Peters/CRC Press",
    "title": "An architectural approach to level design",
    "type": "book"
  },
  {
    "author": [
      {
        "family": "Lynch",
        "given": "Kevin"
      }
    ],
    "id": "lynch1964image",
    "issued": {
      "date-parts": [
        [
          1964
        ]
      ]
    },
    "publisher": "MIT press",
    "title": "The image of the city",
    "type": "book"
  },
  {
    "DOI": "10.1007/978-1-4757-9697-1_9",
    "ISBN": "978-1-4757-9697-1",
    "URL": "https://doi.org/10.1007/978-1-4757-9697-1_9",
    "abstract": "The Image of the City was published over 20 years ago, and it is still listed in bibliographies.1 It is time to wonder what it led to. The research was done by a small group with no training in the methods they used, and no literature to guide them. Several motives led them to the study:1.An interest in the possible connection between psychology and the urban environment, at a time when most psychologists—at least, those in the field of perception—preferred controlled experiments in the laboratory to the wandering variables of the complicated, real environment. We hoped to tempt some of them out into the light of day.2.Fascination with the aesthetics of the city landscape, at a time when most U.S. planners shied away from the subject, because it was “a matter of taste” and had a low priority.3.Persistent wonder about how to evaluate a city, as architects do so automatically when presented with a building design. Shown a city plan, planners would look for technical flaws, estimate quantities, or analyze trends, as if they were contractors about to bid on the job. We hoped to think about what a city should be, and we were looking for possibilities of designing directly at that scale.4.Hope of influencing planners to pay more attention to those who live in a place—to the actual human experience of a city, and how it should affect city policy.",
    "author": [
      {
        "family": "Lynch",
        "given": "Kevin"
      }
    ],
    "container-title": "Cities of the mind: Images and themes of the city in the social sciences",
    "editor": [
      {
        "family": "Rodwin",
        "given": "Lloyd"
      },
      {
        "family": "Hollister",
        "given": "Robert M."
      }
    ],
    "id": "lynch1984reconsidering",
    "issued": {
      "date-parts": [
        [
          1984
        ]
      ]
    },
    "page": "151-161",
    "publisher": "Springer US",
    "publisher-place": "Boston, MA",
    "title": "Reconsidering the image of the city",
    "type": "chapter"
  },
  {
    "DOI": "10.1111/j.1467-9280.2008.02160.x",
    "URL": "https://doi.org/10.1111/j.1467-9280.2008.02160.x",
    "abstract": "There is compelling molecular and behavioral evidence that goal-directed cognition is an evolutionary descendant of spatial-foraging behavior. Across animal species, similar dopaminergic processes modulate between exploratory and exploitative foraging behaviors and control attention. Consequently, we hypothesized that spatialforaging activity could prime attentional cognitive activity. We examined how searching in physical space influences subsequent search in abstract cognitive space by presenting participants with a spatial-foraging task followed by a repeated Scrabble task involving search for words that could be made from letter sets. Participants who searched through clumpier distributions in space behaved as if words were more densely clumped in the Scrabble task. This was not a function of arousal, but was consistent with predictions of optimal-foraging theory. Furthermore, individual differences in exploratory search were conserved across the two types of tasks. Along with the biological evidence, our results support the idea that there are generalized cognitive search processes.",
    "author": [
      {
        "family": "Hills",
        "given": "Thomas T."
      },
      {
        "family": "Todd",
        "given": "Peter M."
      },
      {
        "family": "Goldstone",
        "given": "Robert L."
      }
    ],
    "container-title": "Psychological Science",
    "id": "hills2008search",
    "issue": "8",
    "issued": {
      "date-parts": [
        [
          2008
        ]
      ]
    },
    "note": "PMID: 18816288",
    "page": "802-808",
    "title": "Search in external and internal spaces: Evidence for generalized cognitive search processes",
    "title-short": "Search in external and internal spaces",
    "type": "article-journal",
    "volume": "19"
  },
  {
    "author": [
      {
        "family": "Jamshidi",
        "given": "Saman"
      },
      {
        "family": "Pati",
        "given": "Debajyoti"
      }
    ],
    "container-title": "HERD: Health Environments Research & Design Journal",
    "id": "jamshidi2021narrative",
    "issue": "1",
    "issued": {
      "date-parts": [
        [
          2021
        ]
      ]
    },
    "page": "290-303",
    "publisher": "SAGE Publications Sage CA: Los Angeles, CA",
    "title": "A narrative review of theories of wayfinding within the interior environment",
    "type": "article-journal",
    "volume": "14"
  },
  {
    "author": [
      {
        "family": "Siegel",
        "given": "Alexander W"
      },
      {
        "family": "White",
        "given": "Sheldon H"
      }
    ],
    "container-title": "Advances in Child Development and Behavior",
    "id": "siegel1975development",
    "issued": {
      "date-parts": [
        [
          1975
        ]
      ]
    },
    "page": "9-55",
    "publisher": "Elsevier",
    "title": "The development of spatial representations of large-scale environments",
    "type": "article-journal",
    "volume": "10"
  },
  {
    "author": [
      {
        "family": "Peer",
        "given": "Michael"
      },
      {
        "family": "Brunec",
        "given": "Iva K"
      },
      {
        "family": "Newcombe",
        "given": "Nora S"
      },
      {
        "family": "Epstein",
        "given": "Russell A"
      }
    ],
    "container-title": "Trends in Cognitive Sciences",
    "id": "peer2021structuring",
    "issue": "1",
    "issued": {
      "date-parts": [
        [
          2021
        ]
      ]
    },
    "page": "37-54",
    "publisher": "Elsevier",
    "title": "Structuring knowledge with cognitive maps and cognitive graphs",
    "type": "article-journal",
    "volume": "25"
  },
  {
    "ISBN": "0278-7393",
    "abstract": "Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available.;Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available.;Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available. Keywords: human navigation, virtual reality, path integration, visual landmarks;Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available. (PsycInfo Database Record (c) 2021 APA, all rights reserved) (Source: journal abstract);Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available. [PUBLICATION ABSTRACT];",
    "author": [
      {
        "family": "Foo",
        "given": "Patrick"
      },
      {
        "family": "Warren",
        "given": "William H."
      },
      {
        "family": "Duchon",
        "given": "Andrew"
      },
      {
        "family": "Tarr",
        "given": "Michael J."
      }
    ],
    "container-title": "Journal of experimental psychology. Learning, memory, and cognition",
    "id": "foo2005do",
    "issue": "2",
    "issued": {
      "date-parts": [
        [
          2005
        ]
      ]
    },
    "keyword": "Adolescent; Adult; Biological and medical sciences; Cognition; Cognition. Intelligence; Cognitive Mapping; Cognitive Maps; Computer Simulation; Environment; Evaluation Methods; Exploratory Behavior; Female; Fundamental and applied biological sciences. Psychology; Geographic Concepts; Human; Humans; Knowledge; Landmarks; Learning Strategies; Male; Mental imagery. Mental representation; Navigation; Psychological Studies; Psychology; Psychology, Experimental; Psychology. Psychoanalysis. Psychiatry; Psychology. Psychophysiology; Research; Routes; Space Perception; Spatial Behavior; Spatial Learning; Spatial Orientation (Perception); User-Computer Interface; Virtual Environment; Virtual Reality; Walking",
    "page": "195-215",
    "title": "Do humans integrate routes into a cognitive map? Map- versus landmark-based navigation of novel shortcuts",
    "type": "article-journal",
    "volume": "31"
  },
  {
    "author": [
      {
        "family": "Gerber",
        "given": "Rod"
      },
      {
        "family": "Kwan",
        "given": "Tammy"
      }
    ],
    "container-title": "Journal of Environmental Psychology",
    "id": "gerber1994phenomenographical",
    "issue": "4",
    "issued": {
      "date-parts": [
        [
          1994
        ]
      ]
    },
    "page": "265-280",
    "publisher": "Elsevier",
    "title": "A phenomenographical approach to the study of pre-adolescents’ use of maps in a wayfinding exercise in a suburban environment",
    "type": "article-journal",
    "volume": "14"
  },
  {
    "DOI": "10.1145/2930238.2930271",
    "ISBN": "9781450343688",
    "URL": "https://doi.org/10.1145/2930238.2930271",
    "abstract": "Digital games can be potent problem solving environments which afford discovery learning through thoughtful exploration [1, 2]. As such, game microworlds facilitate self-regulated learning through sandbox elements in which students have agency in individualizing their pathways of interaction [3]. These agency-driven environments can support learning via individual discovery of problem space constraints and solutions, particularly through boundary testing and productive failure [cf. 4]. Thus, modeling of user interaction in digital learning games can provide considerable insight into emergent trajectories of discovery-based progression, in which equally engaged players may interact differently with the system. To this end, this research leverages educational data mining (EDM) [5] to investigate organic player trajectories of thoughtful exploration (around boundary testing and productive failure) in a learning gamespace. We align behavioral coding with log file data to automatically detect sequences of thoughtful exploration (TE) in play. Results include a robust predictive model of event-stream TE, with multiple trajectories of emergent student behavior-offering insight into organic learning pathways through the game-based problem space, and informing iterative design in optimization of user experience and student engagement.",
    "author": [
      {
        "family": "Owen",
        "given": "V. Elizabeth"
      },
      {
        "family": "Anton",
        "given": "Gabriella"
      },
      {
        "family": "Baker",
        "given": "Ryan"
      }
    ],
    "collection-title": "UMAP ’16",
    "container-title": "Proceedings of the 2016 conference on user modeling adaptation and personalization",
    "id": "owen2016modeling",
    "issued": {
      "date-parts": [
        [
          2016
        ]
      ]
    },
    "keyword": "exploration, serious games, classification, game-based learning, student model, behavior detection, educational data mining, microworlds, productive failure",
    "page": "301-302",
    "publisher": "Association for Computing Machinery",
    "publisher-place": "New York, NY, USA",
    "title": "Modeling user exploration and boundary testing in digital learning games",
    "type": "paper-conference"
  },
  {
    "author": [
      {
        "family": "Braun",
        "given": "Virginia"
      },
      {
        "family": "Clarke",
        "given": "Victoria"
      }
    ],
    "container-title": "Qualitative research in psychology",
    "id": "braun2006using",
    "issue": "2",
    "issued": {
      "date-parts": [
        [
          2006
        ]
      ]
    },
    "page": "77-101",
    "publisher": "Taylor & Francis",
    "title": "Using thematic analysis in psychology",
    "type": "article-journal",
    "volume": "3"
  },
  {
    "author": [
      {
        "family": "Sakamoto",
        "given": "Yoshio"
      }
    ],
    "id": "super_metroid",
    "issued": {
      "date-parts": [
        [
          1994
        ]
      ]
    },
    "note": "Super Nintendo Entertainment System",
    "publisher": "Nintendo",
    "title": "Super metroid",
    "type": ""
  },
  {
    "author": [
      {
        "family": "Hagihara",
        "given": "Toru"
      }
    ],
    "id": "castlevania_symphony_of_the_night",
    "issued": {
      "date-parts": [
        [
          1997
        ]
      ]
    },
    "note": "Playstation",
    "publisher": "Konami",
    "title": "Castlevania: Symphony of the night",
    "title-short": "Castlevania",
    "type": ""
  },
  {
    "author": [
      {
        "family": "Pacini",
        "given": "Mark"
      }
    ],
    "id": "metroid_prime",
    "issued": {
      "date-parts": [
        [
          2002
        ]
      ]
    },
    "note": "Gamecube, Wii",
    "publisher": "Nintendo",
    "title": "Metroid prime",
    "type": ""
  },
  {
    "author": [
      {
        "family": "Mahler",
        "given": "Thomas"
      }
    ],
    "id": "ori_and_the_blind_forest",
    "issued": {
      "date-parts": [
        [
          2015
        ]
      ]
    },
    "note": "PC, Xbox One, Nintendo Switch",
    "publisher": "Microsoft Studios",
    "title": "Ori and the blind forest",
    "type": ""
  },
  {
    "author": [
      {
        "family": "Cherry",
        "given": "Team"
      }
    ],
    "id": "hollow_knight",
    "issued": {
      "date-parts": [
        [
          2017
        ]
      ]
    },
    "note": "PC, Nintendo Switch, Playstation 4, Xbox One",
    "publisher": "Team Cherry",
    "title": "Hollow knight",
    "type": ""
  },
  {
    "author": [
      {
        "family": "Ludomotion"
      }
    ],
    "id": "unexplored",
    "issued": {
      "date-parts": [
        [
          2017
        ]
      ]
    },
    "note": "PC, Nintendo Switch, Playstation 4, Xbox One",
    "publisher": "Ludomotion",
    "title": "Unexplored",
    "type": ""
  },
  {
    "author": [
      {
        "family": "Shedworks"
      }
    ],
    "id": "sable",
    "issued": {
      "date-parts": [
        [
          2021
        ]
      ]
    },
    "note": "PC",
    "publisher": "Raw Fury",
    "title": "Sable",
    "type": ""
  },
  {
    "author": [
      {
        "family": "Robinson-Yu",
        "given": "Adam"
      }
    ],
    "id": "a_short_hike",
    "issued": {
      "date-parts": [
        [
          2019
        ]
      ]
    },
    "note": "PC",
    "publisher": "Independently Published",
    "title": "A short hike",
    "type": ""
  },
  {
    "URL": "https://www.metroidvania.com/2016/01/01/welcome-to-metroidvania-com/",
    "accessed": {
      "date-parts": [
        [
          2022,
          5,
          27
        ]
      ]
    },
    "author": [
      {
        "family": "Parish",
        "given": "Jeremy"
      }
    ],
    "id": "metroidvania_com",
    "issued": {
      "date-parts": [
        [
          2014
        ]
      ]
    },
    "note": "Main content also available on Youtube at https://www.youtube.com/watch?v=t-QyGZOHU2w",
    "publisher": "metroidvania.com",
    "title": "The metroidvania mission statement",
    "type": ""
  },
  {
    "DOI": "10.1080/01449299508914637",
    "URL": "https://doi.org/10.1080/01449299508914637",
    "abstract": "Abstract The spatial metaphor can be used as a framework for explaining and designing tools that alleviate disorientation problems in hypertext systems. The approach based on this metaphor would involve developing tools analogous to navigational aids in physical environments and applying analogous concepts from research on human spatial processing and navigation in physical spaces. Research on hypertext browsing with respect to the spatial metaphor is reviewed and contrasted with the larger task context where users are trying to explore, learn, analyse, and summarize the contents of the hypertext space.",
    "author": [
      {
        "family": "KIM",
        "given": "HANHWE"
      },
      {
        "family": "HIRTLE",
        "given": "STEPHEN C."
      }
    ],
    "container-title": "Behaviour & Information Technology",
    "id": "hanhwe1995spatial",
    "issue": "4",
    "issued": {
      "date-parts": [
        [
          1995
        ]
      ]
    },
    "page": "239-250",
    "publisher": "Taylor & Francis",
    "title": "Spatial metaphors and disorientation in hypertext browsing",
    "type": "article-journal",
    "volume": "14"
  },
  {
    "author": [
      {
        "family": "Adams",
        "given": "Ernest"
      }
    ],
    "id": "adams2014fundamentals",
    "issued": {
      "date-parts": [
        [
          2014
        ]
      ]
    },
    "publisher": "Pearson Education",
    "title": "Fundamentals of game design",
    "type": "book"
  }
]
