


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

manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.