Research behind Machinations

Machinations grew out of academic work on game systems and visual modeling. Explore 38 publications about the framework and how others have used it, from doctoral theses to conference papers.

Publications

Each entry shows the first page or volume cover of the publication where one is available. A dashed placeholder means no cover image was available; it only repeats the title, venue and year.

  1. Twilight Bazaar: Engineering Emergence through Higher Orderness in Games

    Muhammad Rakha · 2026

    Thesis Master's thesis, Aalto University · aaltodoc.aalto.fi

    Builds on Dormans's emergence-through-feedback theory, draws a Machinations diagram of the game's bargaining and social loops and reports where Machinations stops being the right tool.

  2. Designing Emergent Narrative through Character-Driven Game Systems

    Alina Qureshi · 2026

    Thesis Master's thesis, Aalto University · aaltodoc.aalto.fi

    Describes a team prototyping survival and social resource flows in Machinations and playtesting those prototypes (figure 9).

  3. Game Analysis using Gameplay Design Patterns, MDA, and Machinations

    Yanghong Liu, Yanmei Cui · 2026

    Preprint SSRN preprint · doi.org

    Analyses No Thanks! and Catan with gameplay design patterns, MDA and Machinations (named in the title; its exact role is not described in the abstract).

  4. K-Machinations: Testing and Repairing Machinations Diagrams

    Andrei Cotor, Alexandru Cantor, Florin Craciun · 2025

    Book chapter Studies in Big Data (Models and Methods for Systems Engineering), Springer · doi.org

    Proposes tooling for testing and repairing Machinations diagrams, as its title states.

  5. Tula Online Tool for Balancing Video Games

    Valeria Rakhmankulova, Vlada Kugurakova · 2025

    Journal article Russian Digital Libraries Journal 28(4) · doi.org

    Builds a rival balancing tool and compares it with Machinations, reporting input-validation and usability gaps found in Machinations.

  6. Balancing and Analyzing Player Interaction in the ESG+P Game with Machinations

    Leandro Ouriques, Farmy Silva, Marcus Parreiras, Marcos Magalhães, Geraldo Xexéo · 2024

    Journal article Journal on Interactive Systems 15(1), SBC · doi.org

    Builds two Machinations models (random vs interactive play with four player strategies) of an educational game and compares win rates over batch simulations.

  7. Creación de ALPHA, un startup de corretaje de cereales y oleaginosas (MENA)

    Julia Fernández Taylor · 2024

    Thesis Final degree project, Universidad Politécnica de Cartagena · repositorio.upct.es

    Uses machinations.io (not a game) to simulate a start-up's monthly revenue under optimistic, neutral and pessimistic scenarios.

  8. GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms

    Florian Rupp, Kai Eckert · 2024

    Conference paper IEEE Congress on Evolutionary Computation (CEC) · doi.org

    Simulates generated economies with a lightweight framework inspired by Machinations and Micro-Machinations.

  9. Balanceamento do jogo ESG+P utilizando o Machinations: um Estudo de Caso

    Farmy Silva, Leandro Ouriques, Marcus Parreiras, Marcos Magalhães, Geraldo Xexéo · 2023

    Conference paper SBGames 2023 (extended track), SBC · doi.org

    Balances a sustainability board game by building and batch-simulating its economy as Machinations diagrams (case study).

  10. Conceptual Framework for Designing Virtual Field Trip Games

    Amani Alsaqqaf (supervisor F. Li) · 2023

    Thesis PhD thesis, Durham University · etheses.durham.ac.uk

    Uses Machinations-style internal-economy diagrams to quantify experiential learning theory and balance task difficulty in a learning game.

  11. Methodik zur Gamification-basierten Identifikation von Nutzungsanforderungen und Konzeption von Produktmerkmalen

    David Kessing (eds. M. Löwer, N. Schlüter) · 2023

    Thesis Doctoral series, University of Wuppertal (Product Safety and Quality Engineering) · elekpub.bib.uni-wuppertal.de

    Uses machinations.io as the game-balance simulation tool to evaluate gamification strategies (extends his AHFE 2022 paper that the site already lists).

  12. Game Balance Tools (Инструменты балансирования игр)

    Gulnara Sahibgareeva, Vlada Kugurakova, Eduard Bolshakov · 2023

    Journal article Russian Digital Libraries Journal 26(2) · doi.org

    Surveys balancing tools and runs experiments with Machinations to test and tune mathematical balance (game economy), including in a prototype-generation pipeline.

  13. Análise e modelagem de jogos digitais: relato de uma experiência educacional utilizando metodologias ativas

    David Lemes, Ezequiel dos Santos, Eduardo Romanek, Celso Fujimoto, Adriano Valente · 2023

    Preprint arXiv preprint (CoBICET 2024) · doi.org

    A multidisciplinary student team chose machinations.io over Twine to prototype a low-fidelity game.

  14. Evaluation of Systematically Developed Gamification Strategies with Game-Balance Simulation Tools

    David Kessing, Manuel Löwer · 2022

    Conference paper AHFE International conference proceedings, CMS Conferences · openaccess.cms-conferences.org

    This research work shows that gamification strategies for products can be mapped and evaluated with the help of game balancing simulation tools to make better statements about the probability of success.

  15. Investigating balance process in entrepreneur gamified scenarios

    Michelle Mayumi Tizuka, Esteban Clua, Luciana Salgado · 2022

    Conference paper SBGames 2022 (extended track), SBC · doi.org

    Uses the Machinations framework (a progression template) to test long-term balancing of gamified entrepreneurship scenarios and feeds the results back to project managers.

  16. Game Balance Practices (Практики балансирования компьютерных игр)

    Gulnara Sahibgareeva, Vlada Kugurakova · 2022

    Journal article Program Systems: Theory and Applications 13(3) · doi.org

    Uses the Machinations online editor to avoid building its own visualization and simulation of an in-game economy.

  17. Measuring Inflation within Virtual Economies using Deep Reinforcement Learning

    Conor Stephens, Chris Exton · 2021

    Conference paper SCITEPRESS conference proceedings · scitepress.org

    This paper proposes a framework for assessing economies within online multiplayer games without the need for extensive player testing and data collection. It can aid game developers and designers when testing their game systems for potential exploits that could lead to issues within the larger game economies.

  18. Teoria dynamik gier (Theory of game dynamics)

    Marcin Petrowicz · 2020

    Thesis Doctoral dissertation, Jagiellonian University · ruj.uj.edu.pl

    Analyses the game Klanarchia using Dormans's Machinations application to visualize resource flow, alongside an Overwatch case.

  19. Semi-automatic construction of video game design prototypes with MaruGen

    Italo Felipe Capasso-Ballesteros, Fernando De la Rosa · 2020

    Journal article Revista Facultad de Ingeniería, Universidad de Antioquia · doi.org

    MaruGen (Machinations Ruleset Generator) generates mechanics from the Machinations framework and spaces/missions from the Mission-Space framework.

  20. Systems & design thinking: from practice to theory in game design

    Jonne Harja · 2020

    Thesis Bachelor thesis, University of Jyväskylä · urn.fi

    Reviews systems thinking in game design and devotes a subsection plus a screenshot figure to machinations.io as the only professional simulation tool.

  21. The design of indie games, a different paradigm

    Enrique Alejandro Domínguez Pérez · 2019

    Thesis Doctoral thesis, University of Bayreuth · doi.org

    Presents Machinations as one of the formal design tools and reproduces Dormans's diagram of Settlers of Catan (illustration 3.13).

  22. Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games

    Rokas Volkovas, Michael Fairbank, John Woodward, Simon Lucas · 2019

    Conference paper IEEE Conference on Games (CoG) · doi.org

    Compares its own mechanics-prototyping language with Machinations, called the most formalized design tool to date.

  23. Taking Level Generation to the Next Level

    Nicky Wild (advisors J. Dormans, A. Bouwer, S. Leijnen) · 2018

    Thesis Bachelor thesis, Amsterdam University of Applied Sciences / Ludomotion · andersbouwer.wordpress.com

    Uses the Micro-Machinations library (a Machinations derivative) as one of two design tools for adapting and balancing mechanics during level generation.

  24. Modelagem de jogos de adventure através de Machinations

    Laiza Costa Camurugy · 2017

    Thesis Undergraduate monograph, Universidade Federal da Bahia · repositorio.ufba.br

    Models adventure games (a published title and Cloak of Darkness) in Machinations and compares the result with Petri-net models.

  25. Extension of Machinations Framework (Rozšíření frameworku Machinations)

    Robert Guth (advisor Jakub Gemrot) · 2017

    Thesis Master's thesis, Charles University, Faculty of Mathematics and Physics · hdl.handle.net

    Extends the Machinations framework so it can simulate board-game mechanics without simplification and models the game Stone Age as a case study.

  26. Game Mechanics Design: Applying Machinations to Eliosi’s Hunt

    Tiago Zaidan, Daniel Zaidan, Luis Fabricio W. Goes · 2016

    Conference paper SBGames 2016 · sbgames.org

    This paper presents the use of the Machinations Framework to design the internal economy of the game Eliosi’s Hunt currently being developed by TDZ Games. The use of the framework allowed us to visualize the game’s internal economy’s structure and flow of resources (...) in order for the designer to improve it through fast iterative cycles.

  27. Game Design Tools: Can they Improve Game Design Practice?

    Katharine Neil · 2016

    Thesis Doctoral thesis, HAL theses archive · tel.archives-ouvertes.fr

    This paper contributes practice-led evaluation research to the question of whether game design tools can effectively support and expand game design practice. It offers insights that can be used to inform future game design tool development.

  28. Gamification of Prosocial Learning for Increased Youth Inclusion

    Kam Star (PLAYGEN) · 2016

    Report EU project deliverable D4.3, Horizon 2020 (CORDIS project 644204) · cordis.europa.eu

    The prosocial skill games model - which is an abstract game model for teaching prosocial skills - is presented along with the first iteration of the prosocial world data model. The first iteration of a range of game mechanics and game systems together with rules intended to produce gameplay that leads to increased proficiency in prosocial skills.

  29. Rancang Bangun Aplikasi Edutainment untuk Anak SD dengan Teknik Gamifikasi Berbasis Octalysis dan Machinations Framework

    Ardha Putra Santika (advisors D. Herumurti, I. Kuswardayan) · 2016

    Thesis Jurnal Teknik ITS / undergraduate thesis, Institut Teknologi Sepuluh Nopember · repository.its.ac.id

    Designs gamification with the Octalysis framework and visualizes it as an interactive Machinations model before building the mobile app.

  30. Rachinations: Modelando a Economia Interna de Jogos

    Felipe de Queiroz Badejo Almeida (advisor G. Xexéo) · 2015

    Thesis Undergraduate thesis, UFRJ · ludes.cos.ufrj.br

    Builds Rachinations, a Ruby-based DSL and engine that reproduces Machinations diagrams in code, and uses it to simulate simple game economies.

  31. Adapting Game Mechanics with Micro-Machinations

    Riemer van Rozen, Joris Dormans · 2014

    Conference paper Foundations of Digital Games (FDG 2014) · hal.archives-ouvertes.fr

    An approach for designing, embedding, and adapting game mechanics iteratively in games. It shows "that mm enables the adaptability needed to reduce design iteration times, consequently increasing opportunities for quality improvements and reuse".

  32. Order of Battle: A Case Study for Designing Emergent Structure in Games

    Stefan Leijnen, Joris Dormans · 2014

    Conference paper CoSMoS 2014 workshop proceedings, Luniver Press · www-users.york.ac.uk

    Models a game based on Rayleigh-Benard convection with Machinations diagrams (figure 2) to study emergent structure.

  33. Micro-Machinations: A DSL For Game Economies

    Paul Klint, Riemer van Rozen · 2013

    Book chapter Software Language Engineering (SLE 2013), Springer · link.springer.com

    Micro-machinations (mm) details and formalizes the meaning of a significant subset of machination’s language features and adds several new features most notably modularization. This paper "shows that it is feasible to rapidly simulate game economies in early development stages and to separate concerns".

  34. Engineering emergence: applied theory for game design

    Joris Dormans · 2012

    Thesis Doctoral thesis, University of Amsterdam · dare.uva.nl

    This research examines the nature of emergence in games in order to construct applied theory to deal with emergence in games head-on. This theory will enable the designer to get more grip on the elusive process of building quality games displaying emergent behavior.

  35. Game Mechanics: Advanced Game Design

    Ernest Adams, Joris Dormans · 2012

    Book New Riders · google.de

    Craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. Discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics to design better games.

  36. Game design tools: Time to evaluate

    Katharine Neil · 2012

    Conference paper Nordic DiGRA 2012 · doi.org

    Positions Machinations among formal game-design tools whose effect on design practice should be evaluated.

  37. Simulating Mechanics to Study Emergence in Games

    Joris Dormans · 2011

    Conference paper AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2011) · ojs.aaai.org

    This paper presents the latest version of the machinations framework that uses diagrams to represent the flow of tangible and abstract resources through a game. This flow represents the mechanics that make up a game’s internal economy and has a large impact on the emergent gameplay of most simulation games, strategy games, and board games.

  38. Integrating Emergence and Progression

    Joris Dormans · 2011

    Conference paper DiGRA 2011 Conference · doi.org

    Uses Machinations diagrams to model mission mechanics and feedback loops that govern level progress, including an interactive diagram.

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