Patterns of sharing customizable software
CSCW '90 Proceedings of the 1990 ACM conference on Computer-supported cooperative work
Consultants and apprentices: observations about learning and collaborative problem solving
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Alice: lessons learned from building a 3D system for novices
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
3D game design with programming blocks in StarLogo TNG
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Kodu: end-user programming and design for games
Proceedings of the 4th International Conference on Foundations of Digital Games
Toque: designing a cooking-based programming language for and with children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The challenge of designing scientific discovery games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Mining game statistics from web services: a World of Warcraft armory case study
Proceedings of the Fifth International Conference on the Foundations of Digital Games
The Scratch Programming Language and Environment
ACM Transactions on Computing Education (TOCE)
The design of kodu: a tiny visual programming language for children on the Xbox 360
Proceedings of the 38th annual ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Verification games: making verification fun
Proceedings of the 14th Workshop on Formal Techniques for Java-like Programs
Pricing mechanisms for crowdsourcing markets
Proceedings of the 22nd international conference on World Wide Web
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As games grow in complexity, gameplay needs to provide players with powerful means of managing this complexity. One approach is to give automation tools to players. In this paper, we analyze an in-game automation tool, the Foldit cookbook, for the scientific discovery game Foldit. The cookbook allows players to write recipes that can automate their strategies. Through analysis of cookbook usage, we observe that players take advantage of social mechanisms in the game to share, run, and modify recipes. Further, players take advantage of both a simplified visual programming interface and a text-based scripting interface for creating recipes. This indicates that there is potential for using automation tools to disseminate expert knowledge, and that it is useful to provide support for multiple authoring styles, especially for games where the final game goal is unbounded or hard to attain.