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DiGRA Conference 2007: Tokyo, Japan
- Akira Baba:
Proceedings of the 2007 DiGRA International Conference: Situated Play, DiGRA 2007, Tokyo, Japan, September 24-28, 2007. Digital Games Research Association 2007 - Staffan Björk, Johan Peitz:
Understanding Pervasive Games through Gameplay Design Patterns. - Michael Nitsche:
Mapping Time in Video Games. - Laura Hoeger, William Huber:
Ghastly multiplication: Fatal Frame II and the Videogame Uncanny. - Bart Simon:
Human, all too non-Human: Coop AI and the Conversation of Action. - Yvonne A. W. de Kort, Wijnand A. IJsselsteijn, Brian J. Gajadhar:
People, Places, and Play: A research framework for digital game experience in a socio-spatial context. - Frans Mäyrä:
The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play. - Patrik Ström, Mirko Ernkvist:
The unbound network of product and service interaction of the MMOG industry: with a case study of China. - Sven Jöckel:
The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market. - Noah H. Keating:
The Lambent Reactive: Exploring the Audiovisual Kinesthetic Playform. - José P. Zagal, Michael Mateas:
Temporal Frames: A Unifying Framework for the Analysis of Game Temporality. - Philip Sharp:
Peep-boxes to Pixels: An Alternative History of Video Game Space. - Penny Drennan, Dominique A. Keeffe, Rebekah Russell-Bennett, Judy Drennan:
Designing a Game to Model Consumer Misbehavior. - Peter Bayliss:
Notes Toward a Sense of Embodied Gameplay. - Steffen P. Walz, Rafael Ballagas:
Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists. - Mary Flanagan, Jonathan Belman, Helen Nissenbaum, Jim Diamond:
A Method For Discovering Values in Digital Games. - Kylie A. Peppler, Yasmin B. Kafai:
What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture. - Petri Lankoski, Staffan Björk:
Gameplay Design Patterns for Believable Non-Player Characters. - Antti Kirjavainen, Tuula Nousiainen, Marja Kankaanranta:
Team Structure in the Development of Game-based Learning Environments. - Matthew Kam, Vijay Rudraraju, Anuj Tewari, John F. Canny:
Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns. - Holin Lin, Chuen-Tsai Sun:
Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses. - Tom Tyler:
Play: A Procrustean Probe. - Birgitte Holm Sørensen, Bente Meyer:
Serious Games in language learning and teaching - a theoretical perspective. - Amy S. Bruckman:
From Gamers to Scholars: Challenges of Teaching Game Studies. - Nicholas Taylor, Jennifer Jenson, Suzanne de Castell:
Gender in Play: Mapping a Girls' Gaming Club. - Ryo Kato, Takashi Kawai, Hanae Ikeshita, Kenji Nihei, Tadashi Sato, Hitoshi Yamagata, Hirofumi Tashiro, Takashi Yamazaki:
Ergonomic evaluation of portable videogame software. - Deborah A. Fields, Yasmin B. Kafai:
Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World. - Nobuko Ihori, Akira Sakamoto, Akiko Shibuya, Shintaro Yukawa:
Effect of Video Games on Children's Aggressive Behavior and Pro-social Behavior: A Panel Study with Elementary School Students. - Ichia Lee, Chen-Yi Yu, Holin Lin:
Leaving a Never-Ending Game: Quitting MMORPGs and Online Gaming Addiction. - Suzanne de Castell, Jennifer Jenson, Nicholas Taylor:
Digital Games for Education: When Meanings Play. - Lori Shyba:
The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games. - Douglas Brown:
Gaming DNA: On Narrative and Gameplay Gestalts. - Olli Tapio Leino:
Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced. - Theodor G. Wyeld, Brett Leavy, Joti Carroll, Craig Gibbons, Brendan Ledwich, James Hills:
The Ethics of Indigenous Storytelling: using the Torque Game Engine to Support Australian Aboriginal Cultural Heritage. - René Glas:
Playing another Game: Twinking in World of Warcraft. - Andrew V. Moshirnia, Anthony C. Walker:
Reciprocal Innovation in Modding Communities as a means of Increasing Cultural Diversity and Historical Accuracy in Video Games. - Robert MacBride:
The Primordial Economics of Cheating: Trading Skill for Glory or Vital Steps to Evolved Play? - Jana Rambusch, Peter Jakobsson, Daniel Pargman:
Exploring E-sports: A Case Study of Gameplay in Counter-strike. - Daniel Schultheiss:
Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior. - Aki Järvinen:
Introducing Applied Ludology: Hands-on Methods for Game Studies. - Jaakko Stenros, Markus Montola, Annika Waern, Staffan Jonsson:
Play it for Real: Sustained Seamless Life/Game Merger in Momentum. - Espen Aarseth:
I Fought the Law: Transgressive Play and The Implied Player. - Janine Fron, Tracy Fullerton, Jacquelyn Ford Morie, Celia Pearce:
The Hegemony of Play. - Thomas H. Apperley:
Piracy in the Caribbean: The Political Stakes of Videogame Piracy in Chávez's Venezuela. - Aaron Chia-Yuan Hung:
Video games in context: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents in New York City. - Daniel Kromand:
Avatar Categorization. - Yasmin B. Kafai, Melissa S. Cook, Deborah A. Fields:
"Blacks Deserve Bodies Too!" Design and Discussion about Diversity and Race in a Tween Online World. - Yuhsuke Koyama:
Survey of the adjourned sale rate of the Japanese home video game industry. - Byungho Park:
Gambling is in My Genes: Correlations between Personality Traits with Biological Basis and Digital Entertainment Choice. - Bryan-Mitchell Young:
The Disappearance and Reappearance and Disappearance of the Player in Videogame Advertising. - David Myers:
Self and selfishness in online social play. - Mike Molesworth:
Monsters and the Mall: Videogames and the Scopic Regimes of Shopping. - Esther MacCallum-Stewart, Justin Parsler:
Controversies: Historicising the Computer Game. - Markus Wiemker:
Cultures of Digital Gamers: Practices of Appropriation. - Markus Montola:
Tangible Pleasures of Pervasive Role-Playing. - Julian Kücklich:
MMOGs and the Future of Literature. - Anders Frank:
Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context. - Andrew Dekker, Erik Champion:
Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback. - Edward Schneider, Yifan Wang, Shanshan Yang:
Exploring the Uncanny Valley with Japanese Video Game Characters. - Barbara Grüter, Miriam Oks:
Situated Play and Mobile Gaming. - Tiago Alves Reis, Licínio Roque:
Because Players Pay: The Business Model Influence on MMOG Design. - Gyuhwan Oh, Taiyoung Ryu:
Game Design on Item-selling Based Payment Model in Korean Online Games. - Rikke Magnussen:
Teacher roles in learning games - When games become situated in schools. - Gordon Calleja:
Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement. - Jonas Linderoth, Ulrika Bennerstedt:
This is not a Door: an Ecological approach to Computer Games. - Taichi Kato, Junkichi Sugiura, Makoto Iida, Chuichi Arakawa:
A Typology of Speeches within Board Game Players for Analyzing the Process of Games. - Yumi Matsuo, Sachi Tajima, Seiko Nohara, Akira Sakamoto:
Video Games and the Training of Sociality: A Survey of Video Game Players. - Kathy Sanford, Leanna Madill:
Recognizing New Literacies: Teachers and Students Negotiating the Creation of Video Games in School. - Jesper Juul:
A Certain Level of Abstraction. - Calvin Ashmore, Michael Nitsche:
The Quest in a Generated World. - Mark Grimshaw, Gareth Schott:
Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters. - Gabriele Ferri:
Narrating machines and interactive matrices: a semiotic common ground for game studies. - Georgia Leigh McGregor:
Situations of Play: Patterns of Spatial Use in Videogames. - Stéphane Natkin, Chen Yan, Sylvie Jumpertz, Bernard Marquet:
Creating Multiplayer Ubiquitous Games using an adaptive narration model based on a user's model. - Philippe Lemay:
Developing a pattern language for flow experiences in video games. - Jonathan Frome:
Eight Ways Videogames Generate Emotion. - Olli Sotamaa:
Perceptions of Player in Game Design Literature. - Robert Appelman:
Experiential Modes of Game Play. - Martin Pichlmair, Fares Kayali:
Levels of Sound: On the Principles of Interactivity in Music Video Games. - Larissa Hjorth:
The place of mobile gaming: one history in locating mobility in the Asia-Pacific region. - Chris Swain:
Designing Games to Effect Social Change. - Dean Chan:
The Cultural Economy of Ludic Superflatness. - Cindy Poremba:
Critical Potential on the Brink of the Magic Circle. - Mikolaj Dymek:
Exporting Wars: Literature Theory and How It Explains the Video Game Industry. - Alex Wade:
The State of the Art: Western Modes of Videogame Production. - Jeffrey Bardzell, Markus Jakobsson, Shaowen Bardzell, Tyler Pace, Will Odom, Aaron R. Houssian:
Virtual Worlds and Fraud: Approaching Cybersecurity in Massively Multiplayer Online Games. - Simon Niedenthal:
Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests. - Hanna Wirman:
"I am not a fan, I just play a lot" - If Power Gamers Aren't Fans, Who Are? - Will Jordan:
From Rule-Breaking to ROM-Hacking: Theorizing the Computer Game-as-Commodity. - Cindy Poremba:
Play with me: Exploring the autobiographical through digital games. - Miho Nojima:
Pricing models and Motivations for MMO play. - Laura Vallius, Tony Manninen, Tomi Kujanpää:
Interaction Manifestations at the Roots of Experiencing Multiplayer Computer Games. - Jennifer Jenson, Suzanne de Castell:
Girls and Gaming: Gender Research, "Progress" and the Death of Interpretation. - Esther MacCallum-Stewart:
From Catch the Flag to Shock and Awe: how World of Warcraft Negotiates Battle. - Grethe Mitchell, Andrew Clarke:
Videogame Music: chiptunes byte back? - Anders Tychsen, Doris McIlwain, Thea Brolund, Michael Hitchens:
Player-Character Dynamics in Multi-Player Role Playing Games. - Mikael Jakobsson:
Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club. - Sybille Lammes:
Approaching game-studies: towards a reflexive methodology of games as situated cultures. - Hanna Sommerseth:
"Gamic Realism": Player, Perception and Action in Video Game Play. - Dan Pinchbeck:
Counting barrels in Quake 4: affordances and homodiegetic structures in FPS worlds. - Ren Reynolds:
MMOs as Practices. - Geoff King:
Dimensions of Play: Gameplay, context, franchise and genre in player responses to Command and Conquer: Generals. - Mia Consalvo:
Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America. - Johanna Bragge, Jan Storgårds:
Profiling Academic Research on Digital Games Using Text Mining Tools. - Tarja Susi, Jana Rambusch:
Situated Play - Just a Temporary Blip? - Magnus Boman, Stefan J. Johansson:
Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games. - Anders Tychsen, Ken Newman, Thea Brolund, Michael Hitchens:
Cross-format analysis of the gaming experience in multi-player role-playing games. - Yasmin B. Kafai, Deborah A. Fields, Melissa S. Cook:
Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World. - Paul Cheng:
Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene. - Akito Inoue, Seido Ushijima:
Around Sigeru Miyamoto: Enactment of "Creator" on Computer Games.
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