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2016: Proceedings of DiGRA/FDG 2016 Conference
2016: Proceedings of DiGRA/FDG 2016 Conference
Published:
2016-01-01
Papers
Game Jams as an Opportunity for Industry Development
Salas Kristy de, Ian Lewis, Ivan Bindoff
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Game Essays as Critical Media and Research Praxis
Stephanie de Smale
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Toward Ludic Gerontechnology: a Review of Games for Dementia Care
Claire Dormann
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Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games
C. Thi Nguyen, José P. Zagal
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Creative Communities: Shaping Process through Performance and Play
Lynn Parker, Dayna Galloway
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An Impression of Home: Player Nostalgia and the Impulse to Explore Game Worlds
Robin J. S. Sloan
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4x Gamer as Myth: Understanding through Player Mythologies
Johnathan Harrington
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Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming
Veli-Matti Karhulahti
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“We Don’t Sell Blocks” Exploring Minecraft’s Commissioning Market
Panagiotis Koutsouras, Sarah Martindale, Andy Crabtree
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The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game
Maureira Marcello A. Gómez, Fons Verbeek
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Super Mario as a String: Platformer Level Generation Via LSTMs
Adam J. Summerville, Michael Mateas
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BioGraphr: Science Games on a Biotic Computer
Lukas C. Gerber, Michael C. Doshi, Honesty Kim, Ingmar H. Riedel-Kruse
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Critical Alternative Journalism from the Perspective of Game Journalists
Patrick Prax, Alejandro Soler
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Four Lenses for Designing Morally Engaging Games
Malcolm Ryan, Dan Staines, Paul Formosa
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Interactive Biotechnology: Design Rules for Integrating Biological Matter into Digital Games
Lukas C. Gerber, Honesty Kim, Ingmar H. Riedel-Kruse
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Behaviour Change Wheel Driven Normative Feedback in a Serious Game for Energy Conservation
Lindsay Wells, Salas Kristy de, Ian Lewis
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Combining Speech Intervention and Cooperative Game Design for Children with ASD
Natalie Lyon, David I. Leitman, Jichen Zhu
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Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering
Chong-U Lim, Antonios Liapis, Fox D. Harrell
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GameNet and GameSage: Videogame Discovery as Design Insight
James Ryan, Eric Kaltman, Timothy Hong, Katherine Isbister, Michael Mateas, Noah Wardrip-Fruin
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Designing a Serious Game for General Practice Management
Jan Strien, Ronald Batenburg, Fabiano Dalpiaz
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The Emancipated Player
Gerald Farca
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Critical Acclaim and Commercial Success in Mobile Free-to-Play Games
Kati Alha, Elina Koskinen, Janne Paavilainen, Juho Hamari
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Source Code and Formal Analysis: A Hermeneutic Reading of Passage
Ea Christina Willumsen
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Selling out the magic circle: free-to-play games and developer ethics
Philipp Jordan, Wayne Buente, Paula Alexandra Silva, Howard Rosenbaum
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“Who Am ‘I’ in the Game?”: A Typology of the Modes of Ludic Subjectivity
Daniel Vella
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“Playing RPG Maker”? Amateur Game Design and Video Gaming
Pierre-Yves Hurel
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Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required
William Goddard, Alexander Muscat
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The Journey to Nature: The Last of Us as Critical Dystopia
Gerald Farca, Charlotte Ladevèze
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You Say Jump, I Say How High? Operationalising the Game Feel of Jumping
Martin Fasterholdt, Martin Pichlmair, Christoffer Holmgård
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Conventions within eSports: Exploring Similarities in Design
Samer Al Dafai
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Paratextual Play: Unlocking the Nature of Making-of Material of Games
René Glas
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Making the Familiar Unfamiliar: Techniques for Creating Poetic Gameplay
Alex Mitchell
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Enacting aporia: Roger Caillois’ game typology as formalist methodology
Michel Ottens
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The Diversity of Attitudes towards Play at the Workplace – A Case of an Academic Community
Timo Nummenmaa, Ville Kankainen, Sampo Savolainen, Annakaisa Kultima, Juho Karvinen, Kati Alha, Antti Syvänen, Heikki Tyni
PDF
First-Person Walkers: Understanding the Walker Experience through Four Design Themes
Alexander Muscat, William Goddard, Jonathan Duckworth, Jussi Holopainen
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Three Shadowed Dimensions of Feminine Presence in Video Games
Rughiniș Cosima, Rughiniș Răzvan, Elisabeta Toma
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Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment
Laura Levy, Rob Solomon, Jeremy Johnson, Jeff Wilson, Amy Lambeth, Maribeth Gandy, Moore Joann, Jason Way, Ruitao Liu
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A Statistical Analysis of Player Improvement and Single-Player High Scores
Aaron Isaksen, Andy Nealen
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Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery
Kate Compton, Heather Logas, Joseph C. Osborn, Chandranil Chakrabortti, Kelsey Coffman, Daniel Fava, Dylan Lederle-Ensign, Zhongpeng Lin, Jo Mazeika, Afshin Mobramaein, Johnathan Pagnutti, Husacar Sanchez, Jim Whitehead, Brenda Laurel
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Rapidly-Exploring Random Tree approach for Geometry Friends
Rui Soares, Francisco Leal, Rui Prada, Francisco Melo
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Using Interactive Social Story Games to Teach Social Skills to Children with Autism
Jichen Zhu, Connor M. Kerns, James Connell, Natalie Lyon
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Review of Social Features in Social Network Games
Janne Paavilainen, Kati Alha, Hannu Korhonen
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Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness
Seth Cooper, Sebastian Deterding, Theo Tsapakos
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Critically Approaching the Playful and Participatory Genealogy of MOBAs
Josh Jarrett
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Two Worlds, One Gameplay: A Classification of Visual AR Games
Marina Knauer, Joschka Mütterlein
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Spectrum: Exploring the Effects of Player Experience on Game Design
Jean-Luc Portelli, Rilla Khaled
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Developing Ideation Cards for Mixed Reality Game Design
RIchard Wetzel, Tom Rodden, Steve Benford
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Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching
Orion Mavridou
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Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars?
Kelly Bergstrom, Castell Suzanne de, Jennifer Jenson
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G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery
Alessandro Canossa, Truong-Huy D. Nguyen, El-Nasr Magy Seif
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Integrating Curiosity and Uncertainty in Game Design
Alexandra To, Safinah Ali, Geoff Kaufman, Jessica Hammer
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Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire
Mike Treanor
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Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game
Geoff Kaufman, Mary Flanagan
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Collegiate E-sports as Work or Play
Sky Kauweloa, Jennifer Sunrise Winter
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The Tapper Videogame Patent as a Series of Close Readings
Mark J. Nelson
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A Lightweight Videogame Dialogue Manager
James Ryan, Michael Mateas, Noah Wardrip-Fruin
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Environmental Storytelling, Ideologies and Quantum Physics: Narrative Space And The BioShock Games
Samuel Zakowski
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Playing with Data: Procedural Generation of Adventures from Open Data
Gabriella A.B. Barros, Antonios Liapis, Julian Togelius
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Selling the Imperium: Changing Organisational Culture and History in EVE Online
Nick Webber, Oskar Milik
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What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass
Jonne Arjoranta
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Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education
Casper Harteveld, Yetunde Folajimi, Steven C Sutherland
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Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations
Edward Melcer, Katherine Isbister
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“Ruinensehnsucht” – Longing for Decay in Computer Games
Mathias Fuchs
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Walking Simulators: The Digitisation of an Aesthetic Practice
Rosa Carbo-Mascarell
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Grounded Theory in Games Research: Making the Case and Exploring the Options
John Salisbury, Tom Cole
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