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DiGRA Conference 2011: Hilversum, The Netherlands
- Marinka Copier, Annika Waern, Helen W. Kennedy:
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, DiGRA 2011, Hilversum, The Netherlands, September 14-17, 2011. Digital Games Research Association 2011 - Marcelo Simão de Vasconcellos, Inesita Soares de Araujo:
Online Video Games in Brazilian Public Health Communication. - Clara Fernández-Vara:
Game Spaces Speak Volumes: Indexical Storytelling. - Nassrin Hajinejad, Iaroslav Sheptykin, Barbara Grüter, Annika Worpenberg, Andreas Lochwitz, David Oswald, Heide-Rose Vatterrott:
Casual mobile gameplay - On integrated practices of research, design and play. - Anders Frank:
Unexpected game calculations in educational wargaming: Design flaw or beneficial to learning? - Jonathan Belman, Helen Nissenbaum, Mary Flanagan:
Grow-A-Game: A Tool for Values Conscious Design and Analysis of Digital Games. - Henrik Cederholm, Olle Hilborn, Craig Lindley, Charlotte C. Sennersten, Jeanette Eriksson:
The Aiming Game: Using a Game with Biofeedback for Training in Emotion Regulation. - Robin Potanin, Oliver Davies:
Designing the Designer. - Michael Soppitt, Graham McAllister:
Understanding Player Experience using Sequential Analysis. - Adrienne Shaw:
"He could be a bunny rabbit for all I care!": Identification with video game characters and arguments for diversity in representation. - Vinciane Zabban:
What Keeps Designers and Players Apart? Thinking How an Online Game World is Shared. - Konstantin Mitgutsch, Matthew Weise:
Subversive Game Design for Recursive Learning. - Jeroen Van Bree:
The End of the Rainbow: In search of crossing points between organizations and play. - Pejman Mirza-Babaei, Sebastian Long, Emma Foley:
Understanding the Contribution of Biometrics to Games User Research. - Peter Howell:
Schematically Disruptive Game Design. - Julian Togelius:
A Procedural Critique of Deontological Reasoning. - Sybille Lammes:
The map as playground: Locationbased games as cartographical practices. - Jef Folkerts:
Video Games, Walking the Fine Line between Art and Entertainment. - Sonja Kröger, Emese Domahidi, Thorsten Quandt:
The game boy's network. A network analysis of the German digital games industry. - Nicolle Lamerichs:
'Can't Stop The Signal?' The Design of the Dutch Firefly LARP. - Carl Therrien:
"To Get Help, Please Press X" The Rise of the Assistance Paradigm in Video Game Design. - Daniel Schultheiss:
MUsE - A Framework for Reception-based Gaming Research. - Jeffrey Wimmer, Tatiana Sitnikova:
The professional identity of gameworkers revisited. A qualitative inquiry on the case study of German professionals. - Fares Kayali, Vera Schwarz, Gerit Götzenbrucker, Jürgen Pfeffer, Barbara Franz, Peter Purgathofer:
Serious Beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online game. - Pilar Lacasa, Rut Martínez Borda, Héctor del Castillo:
Adolescent thinking and online writing after the use of commercial games in the classroom. - David B. Nieborg:
The winner takes all: Standardization and console games. - Ivan Mosca:
Just a Cyberplace The rules in videogames: between Ontology and Epistemology. - Valentina Rao:
How to Say Things with Actions I: a Theory of Discourse for Video Games for Change. - Jonas Linderoth:
Exploring anonymity in cooperative board games. - Saara Toivonen, Olli Sotamaa:
Of discs, boxes and cartridges: the material life of digital games. - Harald Warmelink, Marko Siitonen:
Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research. - Harald Warmelink:
Towards a Playful Organization Ideal-type: Values of a Playful Organizational Culture. - Orlando Guevara-Villalobos:
Cultures of independent game production: Examining the relationship between community and labour. - Henrik Schoenau-Fog:
The Player Engagement Process - An Exploration of Continuation Desire in Digital Games. - Mike Treanor, Michael Mateas:
BurgerTime: A Proceduralist Investigation. - Lars Reng, Henrik Schoenau-Fog:
Problem Based Game Design - Engaging Students by Innovation. - Jonas Linderoth:
Beyond the digital divide: An ecological approach to gameplay. - Ioanna Iacovides, James Aczel, Eileen Scanlon, Will Woods:
Making sense of game-play: How can we examine learning and involvement? - Juho Hamari, Veikko Eranti:
Framework for Designing and Evaluating Game Achievements. - Pilar Lacasa, Rut Martínez Borda, Laura Méndez:
Games and machinima in adolescents' classrooms. - Mary Flanagan, Max Seidman, Jonathan Belman, Sukdith Punjasthitkul, Zara Downs, Mike Ayoob, Alicia Driscoll:
Preventing a POX Among the People? A Design Case Study of a Public Health Game. - Mark Lochrie, Paul Coulton, Andrew Wilson:
Participatory Game Design to Engage a Digitally Excluded Community. - Isaac Lenhart:
Kairotopos: A reflection on Greek space/time concepts as design implications in Minecraft. - Hanli Geyser, Pippa Tshabalala:
Return to Darkness: Representations of Africa in Resident Evil 5. - Frederik Van Den Bosch, Wannes Ribbens, Jan Van Looy:
Doing It Themselves! A Mixed-Method Study into the Motivations of Players to 'Create' in the Context of Gaming. - Ashley Brown:
Players and the Love Game: Conceptualizing Cheating with Erotic Role Players in World of Warcraft. - Laura Herrewijn, Karolien Poels:
Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising. - René Glas:
Breaking Reality: Exploring Pervasive Cheating in Foursquare. - Jaakko Stenros, Jussi Holopainen, Annika Waern, Markus Montola, Elina M. I. Ollila:
Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good. - Ben Kirman, Francesco Collova, Fabrizio Davide, Eva Ferrari, Jonathan Freeman, Shaun W. Lawson, Conor Linehan, Niklas Ravaja:
Social Architecture and the Emergence of Power Laws in Online Social Games. - David Cameron, John Carroll, Rebecca Wotzko:
Epistemic games & applied drama: Converging conventions for serious play. - Miriam Asad:
Meaning Making Through Constraint: Modernist Poetics and Game Design Analysis. - Jan Decock, Jan Van Looy:
Forbidden or Promising Fruit? An experimental study into the effects of warning labels on the purchase intention of digital gamers. - Johannes Breuer, Ruth Festl, Thorsten Quandt:
In the army now - Narrative elements and realism in military first-person shooters. - Jörg Niesenhaus, Daniel Münter, Tim Hussein, Jürgen Ziegler:
Playful Crowdsourcing for Energy- Efficient Automotive Navigation. - Chris Bateman, Rebecca Lowenhaupt, Lennart E. Nacke:
Player Typology in Theory and Practice. - Martijn Van Zwieten:
Danger Close: Contesting Ideologies and Contemporary Military Conflict in First Person Shooters. - Fares Kayali, Joseph Schuh:
Retro Evolved: Level Design Practice exemplified by the Contemporary Retro Game. - Mark Eyles, Dan Pinchbeck:
Playful ambience. - Lindsay D. Grace:
The Poetics of Game Design, Rhetoric and the Independent Game. - Tanya Marriott:
Designing Social Behaviour through Play. - Lotte Vermeulen, Jan Van Looy, Frederik De Grove, Cédric Courtois:
You Are What You Play? A Quantitative Study into Game Design Preferences across Gender and Their Interaction with Gaming Habits. - Stefan Böhme:
Playing with Data Bases. - Rolf F. Nohr:
Business Games, Rationality and Control Logistics. - Melanie Swalwell:
More Than A Craze: Photographs of New Zealand's early digital games scene. - Serjoscha Wiemer:
Computer history and the movement of business simulations. - Melinda Jacobs, Tanja Sihvonen:
In Perpetual Beta? On the Participatory Design of Facebook Games. - Filip Lange-Nielsen:
The Power-up Experience: A study of Power-ups in Games and their Effect on Player Experience. - Gareth Schott, Jasper van Vught:
Replacing preconceived accounts of digital games with experience of play: When parents went native in GTA IV. - Steven Boyer:
Jane Fonda's Wii Fit: Continuity, Contingency, and Concordance in Fitness Gaming. - Sander Huiberts:
Listen! - Improving the Cooperation between Game Designers and Audio Designers. - Joris Dormans:
Integrating Emergence and Progression. - Hao Wang, Chuen-Tsai Sun:
Game reward systems: Gaming experiences and social meanings. - Jonne Arjoranta:
Do We Need Real-Time Hermeneutics? Structures of Meaning in Games. - Gordon Tiemstra, Renée van den Berg, Tilde Bekker, Mark de Graaf:
Guidelines to Design Interactive Open-ended Play Installations for Children Placed in a Free Play Environment. - Jaakko Suominen:
Game reviews as tools in the construction of game historical awareness in Finland, 1984-2010: Case MikroBitti Magazine. - Richard van Meurs:
And Then You Wait: The Issue of Dead Time in Social Network Games. - Annakaisa Kultima, Kati Alha:
Using the VNA Ideation Game at Global Game Jam. - Holin Lin, Chuen-Tsai Sun:
A Chinese Cyber Diaspora: Contact and Identity Negotiation on Taiwanese WoW Servers. - Mirjam P. Eladhari:
Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World. - Faltin Karlsen:
Theorycrafting: from collective intelligence to intrinsic satisfaction. - Heather Logas:
Meta-Rules and Complicity in Brenda Brathwaite's Train. - Janienke Sturm, Rob Tieben, Menno Deen, Tilde Bekker, Ben A. M. Schouten:
PlayFit: Designing playful activity interventions for teenagers. - Olivier Szymanezyk, Patrick Dickinson, Tom Duckett:
From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups. - José P. Zagal, John Sharp:
A Survey of Final Project Courses in Game Programs: Considerations for Teaching Capstone. - Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy, Blair MacIntyre:
Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. - Jaakko Stenros, Markus Montola:
The Making of Nordic Larp: Documenting a Tradition of Ephemeral Co-Creative Play. - Lies van Roessel, Jeroen van Mastrigt-Ide:
Collaboration and Team Composition in Applied Game Creation Processes. - Jason Begy:
Experiential Metaphors in Abstract Games. - Tom Betts:
Pattern Recognition: Gameplay as negotiating procedural form.
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