DIGRA Conference 2005:
Vancouver,
British Columbia,
Canada
Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada.
2005 BibTeX
- Espen Aarseth:
Theorizing for design: The case for pure theory.
Electronic Edition (link) BibTeX
- Espen Aarseth:
Meet Death Jr.: The culture and business of cross-media productions.
Electronic Edition (link) BibTeX
- Suellen Adams:
Information Behavior and the Formation and Maintenance of Peer Cultures: A Case Study of MMORPG'.
Electronic Edition (link) BibTeX
- Avery Alix:
Beyond P-1: Who Plays Online?.
Electronic Edition (link) BibTeX
- Ariel Arbiser:
Towards the unification of intuitive and formal game concepts with applications to computer chess.
Electronic Edition (link) BibTeX
- Dominic Arsenault:
Abstract of Dynamic Range: When Game Design and Narratives Unite.
Electronic Edition (link) BibTeX
- Mahboubeh Asgari:
A Three-factor Model of Motivation and Game Design.
Electronic Edition (link) BibTeX
- Barry Atkins:
Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame Play.
Electronic Edition (link) BibTeX
- Andrew Baerg:
Consumption, Identity and the Work of Play in ESPN NFL 2K5.
Electronic Edition (link) BibTeX
- John Banks:
Opening the Production Pipeline: Unruly Creators.
Electronic Edition (link) BibTeX
- Catherine Beavis:
Pretty good for a girl: gender, identity and computer games.
Electronic Edition (link) BibTeX
- Katrin Becker, Michele Jacobsen:
Games for Learning: Are Schools Ready for What's to Come?.
Electronic Edition (link) BibTeX
- Katrin Becker:
How Are Games Educational? Learning Theories Embodied in Games.
Electronic Edition (link) BibTeX
- Geertje Bekebrede, Igor Mayer, Stijn-Pieter A. van Houten, Roy T. H. Chin, Alexander Verbraeck:
How Serious are serious games? Some lessons from Infra-games.
Electronic Edition (link) BibTeX
- Patrik Bergman:
A computer game used for moral education - some empirical results.
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- Shoaleh Bigdeli, Mahboubeh Asgari:
Computer Games and Emotional Engagement.
Electronic Edition (link) BibTeX
- Matteo Bittanti:
"Making Sense of Manhunt" or "Why We Play: The Seductions of Violent Entertainment".
Electronic Edition (link) BibTeX
- Staffan Björk:
Stepping stones between design and theory.
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- Ian Bogost:
Frame and Metaphor in Political Games.
Electronic Edition (link) BibTeX
- Nis Bojin:
What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay Experience.
Electronic Edition (link) BibTeX
- Amanda Bolton, Gregory Fouts:
Styles of Playing Violent Video Games: An Individual Differences Research Methodology.
Electronic Edition (link) BibTeX
- Amanda Bolton, Gregory Fouts:
Individual Differences in Violent Video Game Play.
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- Maude Bonenfant:
Visual sign in video games.
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- Peter Border:
Dialog as a Game.
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- Kelly Boudreau:
Role Theory: The Line Between Roles as Design and Socialization in EverQuest.
Electronic Edition (link) BibTeX
- Jeffrey E. Brand, Scott Knight:
The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II.
Electronic Edition (link) BibTeX
- Timothy Burke:
Matchmaker, Matchmaker, Make Me a Match: Artificial Societies vs. Virtual Worlds.
Electronic Edition (link) BibTeX
- Zuraida Buter:
The Gaming Body.
Electronic Edition (link) BibTeX
- Diane Carr:
Contexts, pleasures and preferences: girls playing computer games.
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- John Carroll, David Cameron:
Machinima: digital performance and emergent authorship.
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- Gianna Cassidy, Raymond MacDonald, Jon Sykes:
The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation.
Electronic Edition (link) BibTeX
- Jason Chambers:
The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital Games.
Electronic Edition (link) BibTeX
- Erik Champion:
Place Space and Monkey Brains: Cognitive Mapping in Games and Other Media.
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- Geun-Young Chang, Leo Sang-Min Whang:
The Study on the Gamers' Lifestyles in On-line Game World: The Emergence of Cyber-Behavior Patterns in two Different Cultural Context of Korea and Japan.
Electronic Edition (link) BibTeX
- Darryl Charles, Aphra Kerr, Moira McAlister, Michael McNeill, Julian Kücklich, Michaela M. Black, Adrian Moore, Karl Stringer:
Player-Centred Game Design: Adaptive Digital Games.
Electronic Edition (link) BibTeX
- Florence Chee:
Understanding Korean experiences of online game hype, identity, and the menace of the "Wang-tta"..
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- Mark Chen, Beth E. Kolko, Elizabeth Cuddihy, Eliana Medina:
Modeling and Measuring Engagement in Computer Games.
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- Mark Chen:
Addressing social dilemmas and fostering cooperation through computer games.
Electronic Edition (link) BibTeX
- Chad D. Ciavarro, Jim Bizzocchi, Nori Bradley, Ian Williamson, Bradley S. Paras, David Goodman:
Implementation of a 'karma' factor affects behaviour in a sports-action game.
Electronic Edition (link) BibTeX
- Mia Consalvo:
Gaining Advantage: How Videogame Players Define and Negotiate Cheating.
Electronic Edition (link) BibTeX
- Marinka Copier:
Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle.
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- Greg Costikyan:
Game Styles, Innovation, and New Audiences: An Historical View.
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- Patrick Crogan:
Playing Through: the Future of Alternative and Critical Game Projects.
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- A. Brady Curlew:
Liberal Sims?: Simulated Difference and the Commodity of Social Diversity.
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- Jos de Mul:
1. The Game of Life: Narrative and Ludic Identity Formation in Computer Games.
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- David Deal:
The Ability of Online Branded Games to Build Brand Equity: An Exploratory Study.
Electronic Edition (link) BibTeX
- Jill Denner, Steven Bean, Linda L. Werner:
Girls Creating Games: Challenging Existing Assumptions about Game Content.
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- Sara Diamond, Tom Donaldson, Anita Johnston:
Global Heart Rate.
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- Shanly Dixon, Bart Simon:
Boyhood Spaces: Play and Social Navigation through Video Games.
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- Michael W. Dobson, Dan Ha, Chad Ciavaro, Desmond E. Mulligan:
From the real-world data to game world experience: A method for developing plausible & engaging learning games.
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- Mikolaj Dymek, Thomas Lennerfors:
Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads - Race, humour and interactive ethics in Grand Theft Auto III.
Electronic Edition (link) BibTeX
- Isabelle Eaton:
Narrative comprehension in computer games: Implications for literacy and learning.
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- Peter Edelmann:
Framing Virtual Law.
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- Inger Ekman, Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä:
Designing Immersive Sound for a Pervasive Mobile Game.
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- Abdennour El Rhalibi, Steve Costa, David England:
Game Engineering for a Multiprocessor Architecture.
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- Abdennour El Rhalibi, Martin Hanneghan, Stephen Tang, David England:
Extending Soft Models to Game Design: Flow, Challenges and Conflicts.
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- Christian Elverdam, Espen Aarseth:
Game Classification as Game Design: Construction Through Critical Analysis.
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- Maia Engeli:
Playful Play with Games: Linking Level Editing to Learning in Art and Design.
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- Anders Eriksson, Kalle Grill:
Who owns my avatar? - Rights in virtual property.
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- Daniel Eriksson, Staffan Björk, Johan Peitz:
Socially Adaptable Games.
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- Laura Ermi, Frans Mäyrä:
Fundamental Components of the Gameplay Experience: Analysing Immersion.
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- Nicolas Esposito:
Immersion in Game Atmospheres for the Video Game Heritage Preservation.
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- Nicolas Esposito:
A Short and Simple Definition of What a Videogame Is.
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- Clara Fernández-Vara, José Pablo Zagal, Michael Mateas:
Evolution Of Space Configuration In Videogames.
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- Libero Ficocelli, David Gregg:
B.Sc. Computer Game Development ... Why not?
Electronic Edition (link) BibTeX
- Mary Flanagan, Helen Nissenbaum, Daniel C. Howe:
New Design Methods for Activist Gaming.
Electronic Edition (link) BibTeX
- Mary Flanagan:
"Cinderella Was A Hacker! and Other Notes from the Edge of Game Design".
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- Troels B. Folmann:
Game Music - learning from the Movies.
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- Troels B. Folmann:
Auditory Perception in Games.
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- Joshua Fouts, Douglas Thomas:
Public Diplomacy and Virtual Worlds.
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- Tracy Fullerton:
The Play's the Thing: Practicing Play as Community Foundation and Design Technique.
Electronic Edition (link) BibTeX
- Johann Füller, Christoph Ihl, Markus Rieger:
The GameCreator: Self-Created Mobile Games on the Internet.
Electronic Edition (link) BibTeX
- Lisa Galarneau:
Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge.
Electronic Edition (link) BibTeX
- Lisa Galarneau:
Spontaneous Communities of Learning: A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) Environments.
Electronic Edition (link) BibTeX
Communities of Learning:
A Social Analysis of Learning Ecosystems in Massively Multiplayer Online Gaming (MMOG) Environments.
- Seth Giddings:
Playing with non-humans: digital games as technocultural form.
Electronic Edition (link) BibTeX
- Rui Gil, José Tavares, Licinio Roque:
Architecting Scalability for Massively Multiplayer Online Gaming Experiences.
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- Kiel Mark Gilleade, Alan J. Dix, Jennifer Allanson:
Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE).
Electronic Edition (link) BibTeX
- Nicholas Glean:
Growing Complex Games.
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- Joyce Goggin:
Corpus Simsi: Or Can a Body Tell a Story?.
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- Renata Gomes:
The design of narrative as an immersive simulation.
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- Ross Graham, Hugh McCabe, Stephen Sheridan:
Realistic Agent Movement in Dynamic Game Environments.
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- Stephen Griffin:
Push. Play: An Examination of the Gameplay Button.
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- Sara M. Grimes:
"No Fair!": Intellectual Property and Cultural Participation in Children's Online Gaming.
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- Lizzie Haines:
Why are there so few women working in games?.
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- Steve Hannah:
My Document.
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- Elisabeth Hayes:
Learning and Literacies in the Social World of Tony Hawk Underground 2.
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- Satu Heliö:
Simulating the Storytelling Qualities of Life: Telling Stories with the Sims.
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- Lyn Henderson:
Video games: A significant cognitive artifact of contemporary youth culture.
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- Cher Hill:
x.
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- Rumiko Hoshino, Kiyoshi Shin, Akira Baba:
The Dawn of Game Studies in Japan: What Held Japanese Game Studies Back?
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- William Huber:
Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations..
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- Nina Huntemann:
When Games and Media Collide: A Political Economic Analysis of the Digital Games Industry.
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- Katherine Isbister:
A Social Psychological Approach to Games Research.
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- Kenji Ito:
Possibilities of Non-Commercial Games: The Case of Amateur Role Playing Game Designers in Japan.
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- Sara Mosberg Iversen:
Challenge Balance and Diversity: Playing TheSims and TheSims2.
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- Peter Jakobsson, Daniel Pargman:
Configuring the player - subversive behaviour in Project Entropia.
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- Darshana Jayemanne:
The Nip and the Bite.
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- Darshana Jayemanne:
A Brief History of Wasted Time.
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- Jennifer Jenson, Suzanne de Castell:
Her Own Boss: Gender and the Pursuit of Incompetent Play.
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- Will Jordan:
Ascending Abstraction: Form and Content in Go and Nethack.
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- Jesper Juul:
Half-Real: The Interplay between Game Rules and Game Fiction.
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- Aki Järvinen:
Theory as Game: Designing the Game Game.
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- Aki Järvinen:
Introduction to Game Design Research.
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- Jan Jörnmark, Ann-Sofie Axelsson, Mirko Ernkvist:
Wherever Hardware, There'll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004.
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- Linda Kao, Cathleen Galas, Yasmin B. Kafai:
"A Totally Different World": Playing and Learning in Multi-User Virtual Environments.
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- Michael Katchabaw, Derek Elliott, Stephen Danton:
Neomancer: An Exercise in Interdisciplinary Academic Game Development.
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- Michael Katchabaw, Ryan Hanna:
Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service.
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- Michael Katchabaw, Stephen Danton, Leif Gruenwoldt:
A Realistic Reaction System for Modern Video Games.
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- David Kaufman, David Chandross, Anthony Gurr:
Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced Gamers.
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- Paul Kearney:
Cognitive Callisthenics: Do FPS computer games enhance the player's cognitive abilities?.
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- Paul Kearney:
Playing in the Sandbox: Developing games for children with disabilities..
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- Melanie Kellar, Carolyn R. Watters, Jack Duffy:
A Comparison of Motivational Factors between Game Players.
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- Helen W. Kennedy:
Gender, Race and Space in the Construction of Hegemonic Games Culture.
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- Aphra Kerr, Pat Brereton, Roddy Flynn, Julian Kücklich:
Intermedial Pleasures: The Enjoyment of Digital Games in the Context of Home Media Use.
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- Romana Khan, Jonathan Sykes:
Emotions evoked during collaborative and competitive play when players are co-located and spatially separated.
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- Juyun Kim:
Making Right(s) Decision: Artificial life and Rights Reconsidered.
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- Graeme Kirkpatrick:
The reception of personal computers in cold war Europe: a small scale comparative study.
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- James Kneafsey, Hugh McCabe:
CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators.
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- Elina M. I. Koivisto, Christian Wenninger:
Enhancing player experience in MMORPGs with mobile features.
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- Lars Konzack, Thessa Lindof:
From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics.
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- Susan B. Kretchmer:
Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in Play.
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- Tanya Krzywinska:
'Who's World is it?': Creative Play and Player Presence in World of Warcraft.
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- Tomi Kujanpää, Tony Manninen:
Visual vs. Functional Design of 3D Models for Games.
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- Jari Laarni, Niklas Ravaja, Timo Saari:
Presence experience in mobile gaming.
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- Andreas Lange:
Digital Entertainment Culture behind the Iron Curtain.
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- Petri Lankoski:
Building and Reconstructing Character. A Case Study of Silent Hill 3.
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- Yu-Hao Lee, Holin Lin:
An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction.
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- Holin Lin, Chuen-Tsai Sun:
The "White-Eyed" Player Culture: Grief Play and Construction of Deviance in MMORPGs.
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- Holin Lin:
(Gendered) Gaming Experience in Different Social Environments: From Home to Cyber Cafés.
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- Ben Lin, Jim Bizzocchi, Jim Budd:
Interface and Narrative Texture.
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- Craig A. Lindley, Mirjam Eladhari:
Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games.
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- Heather Logas, Danny Muller:
Mise-en-scène Applied to Level Design: Adapting a Holistic Approach to Level Design.
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- Anders Sundnes Løvlie:
End of story? Quest, narrative and enactment in computer games.
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- Ian MacInnes:
Virtual Worlds in Asia: Business Models and Legal Issues.
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- Carsten Magerkurth, Maral Memisoglu:
Design and Evaluation of a Hybrid Games System Combining Physical and Virtual Components.
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- Rikke Magnussen:
Learning Games as a Platform for Simulated Science Practice.
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- Tony Manninen, Tuomo Korva:
Designing Puzzles for Collaborative Gaming Experience - CASE: eScape.
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- Jennifer Martin:
Virtually Visual: The effects of visual technologies on online identification.
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- Michael Mateas, Andrew Stern:
Build It to Understand It: Ludology Meets Narratology in Game Design Space.
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- Jane McGonigal:
SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees.
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- Jane McGonigal, Henry Lowood, Katherine Isbister:
Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play.
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- Tammy McGraw, Krista Burdette, Kristine Chadwick:
The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD.
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- Eliana Medina:
Digital Games: A Motivational Perspective.
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- Punya Mishra:
DiGRA Symposium Abstract.
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- Mike Molesworth, Janice Dengeri-Knott:
The pleasures and practices of virtualised consumption in digital spaces.
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- Markus Montola:
Designing Goals for Online Role-Players.
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- Jacki Morie, Celia Pearce:
The Y Factor: Gender and Games (Panel/Workshop).
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- Desmond E. Mulligan, Michael W. Dobson, Janet McCracken:
The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports.
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- David Myers:
/hide: The aesthetics of group and solo play.
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- Nina Neulight, Yasmin B. Kafai:
What happens if you catch Whypox? Children's learning experiences of infectious disease in a multi-user virtual environment.
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- Ken Newman, Robert Grigg:
Albert Goes Narrative Contracting.
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- Simon Niedenthal:
Shadowplay workshop.
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- Simon Niedenthal:
Shadowplay: Simulated Illumination in Game Worlds.
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- Eva Nieuwdorp:
The Pervasive Interface; Tracing the Magic Circle.
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- Michael Nitsche:
Games, Montage and the First Person Point of View.
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- Nils Olson:
Cooperation, Collectivism, and Morality: rural gamer identity in Vulcan, Alberta.
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- Ron Owston, André Kushniruk, Francis Ho, Kevin Pitts:
Evaluation of Web-based Games and Simulations Using the Virtual Usability Laboratory.
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- Bradley S. Paras, Jim Bizzocchi:
Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design.
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- Daniel Pargman, Andreas Eriksson:
Law, order and conflicts of interest in massively multiplayer online games.
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- Jim Parker, Sonny Chan:
OceanQuest: A University-Based Serious Game Project.
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- Leonard Paul:
Canadian Content in Video Games.
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- Nora Paul, Kathleen Hansen, Matt Taylor:
Modding NeverWinter Nights: a Simulation for Reinforcing Information Seeking Concepts for Mass Communication Students.
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- Matthew Payne:
Online Gaming as a Virtual Forum.
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- Celia Pearce:
Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate.
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- Celia Pearce, Tracy Fullerton, Janine Fron:
Game Innovation Workshop (A Weeklong Atelier).
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- Federico Peinado, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín:
A Game Architecture for Emergent Story-Puzzles in a Persistent World.
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- Johan Peitz, Daniel Eriksson, Staffan Björk:
Augmented Board Games - Using Electronics to Enhance Gameplay in Board Games.
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- Caroline Pelletier:
The things we learned on Liberty Island: designing games to help people become competent game players.
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- Caroline Pelletier:
Studying Games in School: learning and teaching about game design, play and culture.
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- Bernard Perron:
A Cognitive Psychological Approach to Gameplay Emotions.
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- Debra Polson, Barbara Adkins, Marcos Caceres:
Lessor-known Worlds: Bridging the Telematic Flows with Located Human Experience Through Game Design.
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- Michael Power, Michel-Frédérick Gagnon, Lyse Langlois:
Judge for yourself: Ethical Advisor 1.0.
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- Joost Raessens, Jos de Mul, Douglas Rushkoff:
2. Computer Games as Participatory Media Culture.
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- Niklas Ravaja, Timo Saari, Jari Laarni, Kari Kallinen, Mikko Salminen, Jussi Holopainen, Aki Järvinen:
The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events.
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- Jason Rhody:
Game Fiction: Playing the Interface in Prince of Persia: The Sands of Time and Asheron's Call.
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- Licinio Roque:
A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences.
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- Douglas Rushkoff:
3. Renaissance Now! The Gamers' Perspective.
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- Niklas Röber, Maic Masuch:
Playing Audio-only Games: A compendium of interacting with virtual, auditory Worlds.
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- Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen:
Towards Emotionally Adapted Games based on User Controlled Emotion Knobs.
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- Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen:
Persuasive Games and Simulations for Personal Health Management.
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- Javier Salazar:
On the Ontology of MMORPG Beings: A Theorethical Model for Research.
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- Katie Salen:
24-1: The Flashback Game Jam.
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- Katie Salen, Eric Zimmerman:
Multiplayer Play: Designing Social Interaction in Games.
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- Risto Sarvas, Marko Turpeinen, Perttu Virtanen, Herkko Hietanen, Fernando Herrera:
Legal and Organizational Issues in Collaborative User-Created Content.
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- Louise Sauvé, David Kaufman, Lise Renaud:
Games, Simulations and Simulation Games : theoretical underpinnings.
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- Louise Sauvé, Villardier Louis, Wilfried Probst, Gary M. Boyd, Víctor Germán Sanchez Arias, David Kaufman:
Playing And Learning Without Borders: A Real-time Online Play Environment.
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- Jonathan Schaeffer, Mike Carbonaro, Duane Szafron, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, Stephanie Gillis, Sabrina Kratchmer:
Interactive Story Writing in the Classroom: Using Computer Games.
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- Gareth Schott:
Sex in Games: Representing and Desiring the Virtual.
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- Andreas Schrader, Bernhard Jung, Darren Carlson:
Tangible Interfaces for Pervasive Gaming.
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- Kevin Schut:
Mechanized Humanity: how Digital Games Tend to Present People.
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- Philip Sharp:
Game Over.
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- Philip Sharp:
Shenmue: Academia Distilled.
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- Eugenie Shinkle:
'Feel It, Don't Think: the Significance of Affect in the Study of Digital Games.
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- Miguel Sicart:
On the Foundations of Evil in Computer Game Cheating.
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- Miguel Sicart:
The Ethics of Computer Game Design.
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- Marko Siitonen:
Defining Multiplayer Computer Gaming Communities.
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- Bart Simon:
The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN Party.
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- Jonas Heide Smith:
The problem of other players - in-game collaboration as collective action.
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- Olli Sotamaa:
"Have Fun Working with Our Product!": Critical Perspectives On Computer Game Mod Competitions.
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- Ulrike Spierling:
Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach.
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- Kurt Squire, Levi Giovanetto:
The Higher Education of Gaming.
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- Gitte Stald:
Hit the Man: Fascination of Death and Violence in Computer Games.
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- Andrew Stapleton:
Research as Design-Design as Research.
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- Constance Steinkuehler:
Styles of Play: Gamer-Identified Trajectories of Participation in MMOGs.
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- Constance Steinkuehler, Dmitri Williams:
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places".
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- Craig Stevenson:
Affective Gaming: Using pupil dilation to determine player arousal.
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- Melanie Swalwell:
Early Games Production in New Zealand.
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- Elizabeth Sweedyk, Marianne de Laet:
Games, Metaphor, and Learning.
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- José Tavares, Rui Gil, Licinio Roque:
Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure.
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- Nick Taylor:
Megamen: Masculinities at Play in a Campus Arcade.
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- David Thomas, Gary Haussmann:
Cinematic Camera as Videogame Cliché: Analysis and Software Demonstration.
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- Douglas Thomas:
2, 443 Quenkers and counting, or What in us really wants to grind? Examining the grind in Star Wars Galaxies: An Empire Divided.
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- Neal Thomas:
The Pokemon Parable.
Electronic Edition (link) BibTeX
- Julie Tolmie, Steve DiPaola, Anthony Charles:
Towards an interactive visualization of game design patterns.
Electronic Edition (link) BibTeX
- Charles V. Trappey, Claire Chang, Teng-Tai Hsiao, Ming-Hung Che, Wei-Jie Chiu:
Consumer Driven Computer Game Design.
Electronic Edition (link) BibTeX
- Anders Tychsen:
Tales for the many: Storytelling in RPGs, LARPs and MMORPGs.
Electronic Edition (link) BibTeX
- Mary H. Ulicsak, Steve Sayers, Keri Facer, Ben Williamson:
Time out? Exploring the role of reflection in the design of games for learning.
Electronic Edition (link) BibTeX
- Laura Vallius, Tony Manninen:
Between a rock and a hard place - the role of animation design in game production.
Electronic Edition (link) BibTeX
- Ron Wakkary, Marek Hatala, Robb Lovell, Milena Droumeva, Alissa Nicole Antle, Dale Evernden, Jim Bizzocchi:
socio-ec(h)o: Ambient Intelligence and Gameplay.
Electronic Edition (link) BibTeX
- Douglas Walls:
"Just Who Wears the Tights in This Household?": Technological Dramas, Gender Trouble, and Cryptic Studio's City of Heros.
Electronic Edition (link) BibTeX
- Steffen P. Walz:
Research Issues in ArchITectural Game Design.
Electronic Edition (link) BibTeX
- Christopher Warnes:
Baldur's Gate and History: Race and Alignment in Digital Role-Playing Games.
Electronic Edition (link) BibTeX
- Carolyn R. Watters:
Game Genre Evolution for Educational Games.
Electronic Edition (link) BibTeX
- Carolyn R. Watters, Fengan Liu, Hadi Kharrazi, Sageev Oore, Melanie Kellar, Michael A. Shepherd:
Building Classes of Entertaining Games for Health Education.
Electronic Edition (link) BibTeX
- Mark Weiler:
Computer Games to Visualize Music: Using a 270-year-old Tradition to Imagine Digital Possibilities.
Electronic Edition (link) BibTeX
- Matthew Weise:
The Role of Gamers in Critical Discourse..
Electronic Edition (link) BibTeX
- Leo Sang-Min Whang, Jee Yeon Kim:
The online game world as a product and the behavioral characteristics of online game consumers as role player.
Electronic Edition (link) BibTeX
- Mats Wiklund:
Game mediated communication: Multiplayer games as the medium for computer based communication.
Electronic Edition (link) BibTeX
- Dmitri Williams:
A Brief Social History of Game Play.
Electronic Edition (link) BibTeX
- Ben Williamson, Stephen Sayers, Richard Sandford:
Racing Academy: peer-to-peer learning in a social racing game.
Electronic Edition (link) BibTeX
- Wendy Wong:
Playing with Heritage: Semiotics and cultural analysis of the online Mahjong game in the global environment.
Electronic Edition (link) BibTeX
- Nicholas K. Yee:
Motivations of Play in MMORPGs.
Electronic Edition (link) BibTeX
- Erdal Yilmaz, Kursat Cagiltay:
History of Digital Games in Turkey.
Electronic Edition (link) BibTeX
- Bryan-Mitchell Young:
Gaming Mind, Gaming Bodies: Mind-Body Split For the New Millenium.
Electronic Edition (link) BibTeX
- José Pablo Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti:
Towards an Ontological Language for Game Analysis.
Electronic Edition (link) BibTeX
- Veronica Zammitto:
The Expressions of Colours.
Electronic Edition (link) BibTeX
- Quan Zhou, Beth E. Kolko:
The Localization of Digital Games: A Case Study in China.
Electronic Edition (link) BibTeX
- Eric Zimmerman:
Theory is Play is Design is Theory.
Electronic Edition (link) BibTeX
Copyright © Sat May 16 23:06:46 2009
by Michael Ley (ley@uni-trier.de)