DiGRA C

53 papers

YearTitle / Authors
2022"Fear the Old Blood": The Gothicism of Bloodborne.
Hiranya Mukherjee
2022"It Sucks for Me, and It Sucks for Them": The Emotional Labor of Women Twitch Streamers.
Ashley Guajardo
2022"LET ALL PARTAKE IN THE SUFFERING": MÖRK BORG as a Visual-Material Toolkit for Fan Remix.
PS Berge
2022"Mirror Dwellers": Social VR, Identity and Internet Culture.
Mattia Thibault, Mila Bujic
2022A Framework for Choice Hermeneutics.
Cyril Focht, Noah Wardrip-Fruin
2022Accessible Design of Serious Games for People with Intellectual Disabilities in Inclusive Vocational Education.
Victoria Batz, Inga Lipowski, Matthias Morfeld, Christian Hansen, Michael A. Herzog
2022An Exploitation Ecosystem Model for Fan-based Labour in the Games Industry.
Christopher McCutcheon, Michael Hitchens, Mitchell W. McEwan
2022Analysis of pay-what-you-want donation behavior in game communities on social live streaming services.
Hisayuki Kunigita, Amna Javed, Youji Kohda
2022Born in Fair Haven: Procedural Generation of Cultural Sign Systems.
Craig Paul Green, Callum Nash, Jo Briggs, Xiaoming Dong
2022Child's Play and Survival: Examining Children's Games in the Squid Game.
Zahra Rizvi
2022Comparing actual and virtual movement in a play anywhere mobile AR location-based story.
Gideon Raeburn, Laurissa Tokarchuk, Martin Welton
2022Considering the Person in the Puzzle: Challenging common assumptions about Sudoku player strategies.
Alice M. Lynch, Christopher Jefferson, Uta Hinrichs
2022Counter fictions from the margins.
Isabelle Arvers
2022Crash-N-Comedy: Slapstick Comedy in Crash Bandicoot N.Sane Trilogy and Crash Tag Team Racing.
Haryo Pambuko Jiwandono
2022Data-driven Analysis Platform for Indie Mobile Game Publishing.
Yanhui Su
2022Design of a Serious Game for Cybersecurity Ethics Training.
Malcolm Ryan, Mitchell W. McEwan, Vedant Sansare, Paul Formosa, Deborah Richards, Michael Hitchens
2022Designing Fun: A Method to Identify Experiential Elements in Analog Abstract Games.
Malay Dhamelia, Girish Dalvi
2022Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness.
Timo Partala
2022Escape Game From observation to participatory research.
Nayra Vacaflor, Feirouz Boudokhane-Lima
2022Experimenting with Endogenous Design for Digital Therapy Games.
Vasundhara Agrawal, Sandeep Athavale, Akash Mohan, Rajiv Thanawala
2022Exploring Relevance, Meaningfulness, and Perceived Learning in Entertainment Games.
Rhea Sharma, Edward F. Melcer, Dominic Kao
2022Final Fantasy VII Remake: In Search of Queer Celebration.
Nicky Heijmen, Mirjam Vosmeer
2022From Trash to Treasure: Exploring how video games are moving from popular culture to cultural heritage.
Lina Eklund
2022Game space topology revisited: A review of labyrinthine terminology.
Frederik Bakkerud
2022Gamechangers of 40k: Professionalization and Commodification of Warhammer 40, 000.
Patrick Prax, Björn Sjöblom
2022Gaming for All: Discourse and Identity amongst Difabel Gamers in Indonesia.
Haryo Pambuko Jiwandono, Edeliya Relanika Purwandi
2022Genesis of a Gaming Culture: a Historical Analysis Based on the Computer Press in Portugal.
Luciana Lima, Camila Pinto, Patrícia Gouveia
2022Habit and perception towards games and game-based learning in India: A survey study of awareness and experience with digital games.
Chaitanya Solanki, Deepak John Mathew
2022HurricaneLog: A humanitarian logistics game on hurricane preparedness and response operations.
Thiago Pereira, Daniel Aloise, Marie-Ève Rancourt, Danny Godin
2022Networked Participation sets the Game Free - Warhammer 40k on Tabletop Simulator.
Patrick Prax
2022Now It's Impersonal: On Player Decentered Design.
Edward Morrell
2022On the Maintenance of Meaning: A Deleuzian View on Proceduralism.
Hongwei Zhou, Kyle Gonzalez, Nathan Altice, Noah Wardrip-Fruin, Angus G. Forbes
2022Play Arcs: Structuring Player Stories for CoDesign & Content Generation in Persistent Game Worlds.
Viktor Gustafsson, Benjamin Holme, Wendy E. Mackay
2022Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic.
Ludens Homo
2022Playing For Keeps: Digital Games to Preserve Indigenous Languages & Traditions.
Charly Harbord, David Lyons, Euan W. Dempster
2022Playing or Being Played? Choice and Agency in Videogames: Reflecting on The Witcher III: Wild Hunt (2016).
Danielle Kleinerman
2022Posthumanist Attitude Towards Animals in Digital Games.
Eleonora Imbierowicz
2022Practical Considerations for Values-Conscious Pervasive Games.
Adam Jerrett, Peter Howell, Koos J. W. de Beer
2022Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together, DiGRA 2022, Kraków, Poland, July 7-11, 2022
2022Requirements analysis and speculative design of support tools for TTRPG game masters.
Devi Acharya, Michael Mateas, Noah Wardrip-Fruin
2022Serious Game Jam Operation Manual: Prototype Development and Evaluation.
Megumi Aibara, Satoru Kawakami, Masakazu Furuichi
2022Situational analysis as a method for qualitative inquiry of games.
Ida Kathrine Hammeleff Jørgensen
2022Social aspects in game accessibility research: a literature review.
Lobna Hassan, Pauliina Baltzar
2022Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017.
Kaitlyn Kingsland
2022Sustainability in City-Building Games.
Morgan Cox, José P. Zagal
2022The Principal Characteristics of a Serious Game to Ensure Its Effective Design.
Besma Ben Amara, Hédia Mhiri Sellami, Lamjed Ben Said
2022The evolution of cyberpunk realia in video games.
Pierre-Yves Houlmont, Björn-Olav Dozo
2022The hidden intricacy of loot box design: A granular description of random mone-tized reward features.
Nick Ballou, Charles Gbadamosi, David Zendle
2022Towards a Model of the Design Process for Games.
John P. Healy, Charlie Cullen
2022We are Alone but not Alone - Exploring Motivations for Paying Others to Playing Video Games Together.
Yahui Cao
2022What are the odds? Lower compliance with Western loot box probability disclosure industry selfregulation than Chinese legal regulation.
Leon Y. Xiao, Laura L. Henderson, Philip W. S. Newall
2022What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship.
Dara Coema
2022Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation.
Elena Petrovskaya