Publications

Published work

Conferences

  • Jose Zagal, Staffan Bjork, Chris Lewis. Dark Patterns in the Design of Games. In Proceedings of Foundations of Digital Games (FDG 2013). Chania, Crete, Greece. 14-17 May 2013 [PDF]
  • Chris Lewis, Zhongpeng Lin, Caitlin Sadowski, Xiaoyan Zhu, Rong Ou, E. James Whitehead Jr. Does Bug Prediction Support Human Developers? Findings From a Google Case Study. In Proceedings of International Conference of Software Engineering (ICSE 2013), San Francisco, California, USA, May 2013 [PDF]
  • Chris Lewis, Noah Wardrip-Fruin, Jim Whitehead. Motivational Game Design Patterns of 'Ville Games. In Proceedings of Foundations of Digital Games (FDG 2012), Raleigh, North Carolina, USA, 1 June 2012 [PDF]
  • Caitlin Sadowski, Chris Lewis, Zhongpeng Lin, Xiaoyan Zhu, E. James Whitehead, Jr. An empirical analysis of the FixCache algorithm. In Proceedings of the 8th Working Conference on Mining Software Repositories (MSR 2011), Honolulu, Hawaii, USA, 21 May 2011 [PDF]
  • Chris Lewis, Jim Whitehead. The Whats and Whys of Games and Software Engineering. In Proceedings of the Games and Software Engineering workshop (GAS 2011), Honolulu, Hawaii, USA, 21 May 2011 [PDF] [Slides]
  • Chris Lewis, Jim Whitehead, Noah Wardrip-Fruin. What Went Wrong: A Taxonomy of Video Game Bugs. In Proceedings of Foundations of Digital Games (FDG 2010), Monterey, California, USA, 19--21 June 2010. [PDF] [Slides]
  • Chris Lewis, Noah Wardrip-Fruin. Mining Game Statistics from Web Services: A World of Warcraft Armory case study. In Proceedings of Foundations of Digital Games (FDG 2010), Monterey, California, USA, 19--21 June 2010. [PDF] [Slides]
  • Chris Lewis. Zenet: Generating and enforcing real-time temporal invariants. In Proceedings of International Conference of Software Engineering (ICSE 2010). Cape Town, South Africa, 2--8 May 2010. [PDF]
  • Chris Lewis and Jim Whitehead. Runtime Repair of Software Faults using Event-Driven Monitoring. In Proceedings of International Conference of Software Engineering (ICSE 2010). Cape Town, South Africa, 2--8 May 2010. [PDF] [Slides]

Journals

  • Zhongpeng Lin, Jim Whitehead, Chris Lewis, Sri Kurniawan. "Why players start and stop playing a Chinese social network game" Journal of Gaming and Virtual Worlds, Vol. 5, Issue. 3

Magazines (Peer-Reviewed)

  • Chris Lewis, Jim Whitehead, "Repairing Games at Runtime or, How We Learned to Stop Worrying and Love Emergence" IEEE Software, Vol. 28, No. 5, September/October 2011, pp. 53-59

Technical reports

  • Adam M. Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan. An Inclusive Taxonomy of Player Modeling. University of California, Santa Cruz, School of Engineering technical report series. UCSC-SOE-11-13. [PDF]

Theses

  • Chris Lewis.What Went Wrong: A Taxonomy of Video Game Bugs. Masters thesis (MSc), University of California, Santa Cruz, USA, June 2010. [PDF]
  • Chris Lewis. Hand gesture recognition as an interface to illustration software. Masters thesis (MEng), University of Bristol, UK, May 2006. [PDF]

Uploaded Documents

Here's a feed of documents I've uploaded to Scribd. The feed may contain presentations not in my formal publication steam, or, more likely, presentations I forgot to add here! Conference papers will never appear in this stream due to copyright issues.

My Scribd Documents



Unpublished work

Unpublished work is work produced for classes or other academitrivia.

An Aspect-Oriented Approach to Video Game Commentary

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