Noah Wardrip-Fruin
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American media scholar
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Noah Wardrip-Fruinphilosophy Degrees
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Logic
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#8749
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Philosophy
Noah Wardrip-Fruin's Degrees
- PhD Computer Science Brown University
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(Suggest an Edit or Addition)According to Wikipedia, Noah Wardrip-Fruin is a professor in the Computational Media department of the University of California, Santa Cruz, and is an advisor for the Expressive Intelligence Studio. He is an alumnus of the Literary Arts MFA program and Special Graduate Study PhD program at Brown University. In addition to his research in digital media, computer games, and software studies, he served for 10 years as a member of the Board of Directors of the Electronic Literature Organization.
Noah Wardrip-Fruin's Published Works
Published Works
- First Person: New Media As Story, Performance, And Game (2004) (605)
- Expressive Processing: Digital Fictions, Computer Games, and Software Studies (2009) (210)
- The New Media Reader (2003) (174)
- Polymorph: dynamic difficulty adjustment through level generation (2010) (107)
- Second Person: Role-Playing and Story in Games and Playable Media (2007) (79)
- Agency Reconsidered (2009) (77)
- Prom Week: social physics as gameplay (2011) (72)
- Third Person: Authoring and Exploring Vast Narratives (2009) (64)
- Motivational game design patterns of 'ville games (2012) (64)
- Social Story Worlds With Comme il Faut (2014) (63)
- What went wrong: a taxonomy of video game bugs (2010) (58)
- Defining Operational Logics (2009) (57)
- Comme il Faut: A System for Authoring Playable Social Models (2011) (55)
- Comme il Faut 2: a fully realized model for socially-oriented gameplay (2010) (54)
- Prom Week: Designing past the game/story dilemma (2013) (53)
- Prom week (2012) (50)
- PCG-based game design: creating Endless Web (2012) (46)
- Open Design Challenges for Interactive Emergent Narrative (2015) (46)
- Mining game statistics from web services: a World of Warcraft armory case study (2010) (43)
- Polymorph: A Model for Dynamic Level Generation (2010) (41)
- Toward Characters Who Observe, Tell, Misremember, and Lie (2021) (39)
- Perceived or Not Perceived: Film Character Models for Expressive NLG (2011) (37)
- Bad News: An Experiment in Computationally Assisted Performance (2016) (35)
- Towards a theory of choice poetics (2014) (33)
- Playable Media and Textual Instruments (2007) (32)
- Rules of engagement: moving beyond combat-based quests (2010) (31)
- Expressive processing: on the process-intensive literature and digital media (2006) (30)
- Expressionist: An Authoring Tool for In-Game Text Generation (2016) (30)
- Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game (2020) (30)
- A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project (2011) (28)
- Comme il Faut: A System for Simulating Social Games Between Autonomous Characters (2009) (27)
- Evaluating AI-Based Games through Retellings (2019) (26)
- What hypertext is (2004) (25)
- QuestBrowser: Making Quests Playable with Computer- Assisted Design (2009) (25)
- Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town (2016) (24)
- The Design of Writing Buddy: A Mixed-Initiative Approach Towards Computational Story Collaboration (2016) (23)
- Playing with words: from intuition to evaluation of game dialogue interfaces (2010) (22)
- Gemini: Bidirectional Generation and Analysis of Games via ASP (2018) (22)
- StoryAssembler: an engine for generating dynamic choice-driven narratives (2019) (20)
- MINSTREL Remixed: a rational reconstruction (2010) (19)
- Born-Again Bits: A Framework for Migrating Electronic Literature (2005) (19)
- Felt: A Simple Story Sifter (2019) (19)
- Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research (2020) (19)
- Net Works (1999) (19)
- Generative games as storytelling partners (2019) (18)
- Refining operational logics (2017) (18)
- What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing (2015) (18)
- Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics (2010) (18)
- From Mechanics to Meaning (2019) (18)
- Ice-Bound: Combining richly-realized story with expressive gameplay (2014) (17)
- The design of Mismanor: creating a playable quest-based story game (2012) (17)
- Skald: Minstrel Reconstructed (2014) (16)
- A Lightweight Videogame Dialogue Manager (2016) (16)
- Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics (2011) (16)
- Combat in Games (2015) (15)
- Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games (2020) (14)
- Making Quests Playable: Choices, CRPGs, and the Grail Framework (2012) (14)
- Cozy mystery construction kit: prototyping toward an AI-assisted collaborative storytelling mystery game (2019) (14)
- RoleModel: towards a formal model of dramatic roles for story generation (2010) (14)
- Playspecs: Regular Expressions for Game Play Traces (2021) (13)
- SpyFeet: an exercise RPG (2011) (13)
- Author assistance visualizations for Ice-Bound, a combinatorial narrative (2014) (13)
- Teaching Responsible Conduct of Research Through an Interactive Storytelling Game (2020) (12)
- A methodology for requirements analysis of AI architecture authoring tools (2014) (12)
- Experimental Results from a Rational Reconstruction of MINSTREL (2011) (12)
- A Unified Approach to Preserving Cultural Software Objects and their Development Histories (2014) (12)
- Choice Poetics by Example (2018) (12)
- Toward Natural Language Generation by Humans (2021) (11)
- Why Are We Like This?: Exploring Writing Mechanics for an AI-Augmented Storytelling Game (2020) (11)
- Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing (2013) (11)
- Screen: bodily interaction with text in immersive VR (2003) (11)
- Five Elements of Digital Literature (2010) (10)
- Proceduralist Readings, Procedurally (2021) (10)
- Hypermedia, Eternal Life, and the Impermanence Agent (1999) (10)
- Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS (2016) (10)
- People Tend to Like Related Games (2015) (10)
- Extending CRPGs as an Interactive Storytelling Form (2011) (10)
- Sketching a Map of the Storylets Design Space (2018) (10)
- Minstrel Remixed: Procedurally Generating Stories (2010) (10)
- A Simple Method for Evolving Large Character Social Networks (2016) (9)
- Three Play Effects: Eliza, Tale-Spin, and SimCity (2007) (9)
- Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources (2017) (8)
- Building worlds together: understanding collaborative co-creation of game worlds (2019) (8)
- Envisioning the Future of Computational Media: The Final Report of the Media Systems Project (2014) (8)
- Lume: a system for procedural story generation (2019) (7)
- Generators that read (2019) (7)
- Using Expressive Language Generation to Increase Authorial Leverage (2013) (7)
- Combinatorial Dialogue Authoring (2014) (7)
- Intentionally Generating Choices in Interactive Narratives (2015) (7)
- Toward Example-Driven Program Synthesis of Story Sifting Patterns (2020) (7)
- GameNet and GameSage: Videogame Discovery as Design Insight (2016) (6)
- The Scored Rule Engine: Next-Generation Social Physics (2015) (6)
- Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad (2021) (6)
- Murder in the Arboretum: Comparing Character Models to Personality Models (2011) (6)
- The Impermanence Agent: Project and Context (2002) (6)
- Playing the Worlds of Prom Week (2015) (6)
- CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics (2016) (6)
- Improving Undergraduate Attitudes Towards Responsible Conduct of Research Through an Interactive Storytelling Game (2021) (6)
- Endless Web (2013) (5)
- What is Strafe Jumping? idTech3 and the Game Engine as Software Platform (2016) (5)
- Leveraging Procedural Narrative and Gameplay to Address Controversial Topics (2017) (5)
- Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique (2014) (5)
- The Prom: An Example of Socially-Oriented Gameplay (2010) (5)
- Large-Scale Interactive Visualizations of Nearly 12 , 000 Digital Games (2015) (4)
- Translating Player Dialogue into Meaning Representations Using LSTMs (2016) (4)
- Better Game Studies Education the Carcassonne Way (2009) (4)
- Crafting in Games (2017) (4)
- Getting a word in: adding artificial pauses to natural language interaction (2012) (4)
- Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance (2021) (4)
- Evaluating Mixed-Initiative Creative Interfaces via Expressive Range Coverage Analysis (2022) (4)
- Personalized and Interactive Literature (2016) (4)
- Juke Joint: Characters Who Are Moved By Music (2021) (3)
- A zooming sketchpad, a multiscale narrative: Pad++, PadDraw, Gray Matters (1997) (3)
- From Instrumental Texts to Textual Instruments (2003) (3)
- Academical: A Choice-Based Interactive Storytelling Game for Enhancing Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of Research (2021) (3)
- Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game Masters (2021) (3)
- Beyond the Complex Surface (2010) (3)
- Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games (2015) (3)
- Cave writing: toward a platform for literary immersive VR (2005) (3)
- Toward Recombinant Dialogue in Interactive Narrative (2014) (3)
- The psychological reality of procedural rhetoric (2019) (3)
- 14. Digital Media Archaeology: Interpreting Computational Processes (2019) (3)
- Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator (2019) (3)
- How Pac-Man Eats (2020) (3)
- Writing Networks: New Media, Potential Literature (1996) (3)
- From the Presupposition of Doom to the Manifestation of Code: Using Emulated Citation in the Study of Games and Cultural Software (2021) (2)
- Gravity in Computer Space (2019) (2)
- Tools for Videogame Discovery Built Using Latent Semantic Analysis (2015) (2)
- Throwing Bottles at God: Predictive Text as a Game Mechanic in an AI-Based Narrative Game (2018) (2)
- The Game I Mean: Game Reference, Citation and Authoritative Access (2021) (2)
- Minstrel Remixed: User Interface and Demonstration (2011) (2)
- Towards expressive input for character dialogue in digital games (2019) (2)
- We Can and Must Understand Computers NOW (2015) (2)
- The Eurekon: A Design Pattern in Expressive Storygames (2014) (2)
- Social Simulation for Social Justice (2021) (2)
- We Don’t Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions (2020) (2)
- StoryAssembler (2019) (2)
- Beyond Shooting and Eating: Passage, Dys4ia, and the Meanings of Collision (2018) (2)
- Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis (2018) (2)
- Interviews Towards Designing Support Tools for TTRPG Game Masters (2021) (2)
- The Tale-Spin Effect (2009) (1)
- Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical (2022) (1)
- Proposal for analyzing player emotions in an interactive narrative using story intention graphs (2017) (1)
- Twilight struggle and card-driven historicity (2011) (1)
- Learning to Read Digital Literature (2010) (1)
- RoleModelVis: A Visualization of Logical Story Models (2012) (1)
- Lessons Learned From a Rational Reconstruction of Minstrel (2012) (1)
- Network for sciences, engineering, arts and design (2012) (1)
- Shoelace: A Storytelling Assistant for GUMSHOE One-2-One (2023) (1)
- Requirements analysis and speculative design of support tools for TTRPG game masters (2022) (1)
- The Eliza Effect (2009) (1)
- Spinning Coherent Interactive Fiction through Foundation Model Prompts (2022) (1)
- 5 Playing the Worlds of Prom Week (2015) (0)
- A Demonstration of Loose Ends, A Mixed-Initiative Narrative Instrument (2022) (0)
- Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2020) (0)
- Bottom-up Game Studies (2015) (0)
- Screen (2006) (0)
- Authoring for Curationist Emergent Narrative (2020) (0)
- Lume (2019) (0)
- Playable Language and Nonsimulative Processes (2009) (0)
- Hypermedia Process(ing) (1994) (0)
- Playing with the Strings: Designing Puppitor as an Acting Interface for Digital Games (2022) (0)
- Assistance Visualizations for IceBound , A Combinatorial Narrative (2014) (0)
- Game and Interactive So ware Scholarship Toolkit ( GISST ) (2017) (0)
- Ice-Bound: A novel of reconfiguration (2014) (0)
- S97 Visual Procedings (1997) (0)
- Tools for Game Discovery Built Using Latent Semantic Analysis (2015) (0)
- Book Review: Marie-Laure Ryan, Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media, Johns Hopkins University Press, Baltimore, 2001. 399 p. (2004) (0)
- Literary Practice and the Digital Humanities, Redux: Data as/and Poetry (2011) (0)
- Expressive Processing: Interpretation and Creation (2018) (0)
- Curating Simulated Storyworlds (2019) (0)
- UNIVERSITY OF CALIFORNIA SANTA CRUZ SONDER: AN EXAMINATION OF HOW CHOICE CREATES MEANING AND THE NARRATIVE EFFECTS OF AGENCY A thesis submitted in partial satisfaction of the requirements for the degree of MASTER OF SCIENCE in COMPUTATIONAL MEDIA by (0)
- Data Visualizations For Complex Computational Narratives (2016) (0)
- Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling (2022) (0)
- Agency Reconsidered, Again (2014) (0)
- Theoretical and Design Foundations : Open Design Challenges for Interactive Emergent Narrative (2015) (0)
- Select the Unexpected: A Statistical Heuristic for Story Sifting (2022) (0)
- The SimCity Effect (2009) (0)
- Computer Game Fictions (2009) (0)
- Towards Computational Support with Language Models for TTRPG Game Masters (2023) (0)
- Interactive stories: real systems, three solutions (2002) (0)
- You Can’t Make Games about Much (2021) (0)
- Large-Scale Interactive Visualizations of Nearly 12, 000 Games (2015) (0)
- Towards an Understanding of Character Believability (2023) (0)
- Games, Hypertext, and Meaning (2020) (0)
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