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2007: Proceedings of DiGRA 2007 Conference: Situated Play
2007: Proceedings of DiGRA 2007 Conference: Situated Play
Published:
2007-01-01
Papers
People, Places, and Play: A research framework for digital game experience in a socio-spatial context
Kort Yvonne A. W. de, Wijnand A. IJsselsteijn, Brian J. Gajadhar
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The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play
Frans Mäyrä
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The unbound network of product and service interaction of the MMOG industry: with a case study of China
Patrik Ström, Mirko Ernkvist
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The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market
Sven Joeckel
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The Lambent Reactive: Exploring the Audiovisual Kinesthetic Playform
Noah H. Keating
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Temporal Frames: A Unifying Framework for the Analysis of Game Temporality
José P. Zagal, Michael Mateas
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Peep-boxes to Pixels: An Alternative History of Video Game Space
Philip Sharp
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Designing a Game to Model Consumer Misbehavior
Penny Drennan, Dominique A. Keeffe, Rebekah Russell-Bennett, Judy C. Drennan
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Understanding Pervasive Games through Gameplay Design Patterns
Staffan Björk, Johan Peitz
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Mapping Time in Video Games
Michael Nitsche
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Ghastly multiplication: Fatal Frame II and the Videogame Uncanny
Laura Hoeger, William Huber
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Human, all too non-Human: Coop AI and the Conversation of Action
Bart Simon
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Notes Toward a Sense of Embodied Gameplay
Peter Bayliss
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Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists
Steffen P. Walz, Rafael "Tico" Ballagas
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A Method For Discovering Values in Digital Games
Mary Flanagan, Jonathan Belman, Helen Nissenbaum, Jim Diamond
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What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture
Kylier A. Peppler, Yasmin B. Kafai
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Gameplay Design Patterns for Believable Non-Player Characters
Petri Lankoski, Staffan Björk
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Team Structure in the Development of Game-based Learning Environments
Antti Kirjavainen, Tuula Nousiainen, Marja Kankaanranta
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Play: A Procrustean Probe
Tom Tyler
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Serious Games in language learning and teaching – a theoretical perspective
Holm Birgitte Sørensen, Bente Meyer
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From Gamers to Scholars: Challenges of Teaching Game Studies
José P. Zagal, Amy S. Bruckman
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Gender in Play: Mapping a Girls’ Gaming Club
Nicholas Taylor, Jennifer Jenson, Castell Suzanne de
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Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns
Matthew Kam, Vijay Rudraraju, Anuj Tewari, John Canny
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Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses
Holin Lin, Chuen-Tsai Sun
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Effect of Video Games on Children’s Aggressive Behavior and Pro-social Behavior: A Panel Study with Elementary School Students.
Nobuko Ihori, Akira Sakamoto, Akiko Shibuya, Shintaro Yukawa
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Leaving a Never-Ending Game: Quitting MMORPGs and Online Gaming Addiction
Ichia Lee, Chen-Yi Yu, Holin Lin
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Digital Games for Education: When Meanings Play
Castell Suzanne de, Jennifer Jenson, Nicholas Taylor
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The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games
Lori M. Shyba
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Gaming DNA: On Narrative and Gameplay Gestalts
Douglas Brown
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Ergonomic evaluation of portable videogame software
Ryo Kato, Takashi Kawai, Hanae Ikeshita, Kenji Nihei, Tadashi Sato, Hitoshi Yamagata, Hirofumi Tashiro, Takashi Yamazaki
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Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced
Olli Leino
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What’s My Game Character Worth – The Value Components of MMOG Characters
Tomi Kujanpää, Tony Manninen, Laura Vallius
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Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World
Deborah A. Fields, Yasmin B. Kafai
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Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior
Daniel Schultheiss
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Introducing Applied Ludology: Hands-on Methods for Game Studies
Aki Järvinen
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Play it for Real: Sustained Seamless Life/Game Merger in Momentum
Jaakko Stenros, Markus Montola, Annika Waern, Staffan Jonsson
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I Fought the Law: Transgressive Play and The Implied Player
Espen Aarseth
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The Hegemony of Play
Janine Fron, Tracy Fullerton, Jacquelyn Ford Morie, Celia Pearce
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Piracy in the Caribbean: The Political Stakes of Videogame Piracy in Chávez’s Venezuela
Thomas H. Apperley
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Video games in context: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents in New York City
Chia-Yuan Hung
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Avatar Categorization
Daniel Kromand
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“Blacks Deserve Bodies Too!” Design and Discussion about Diversity and Race in a Tween Online World
Yasmin B. Kafai, Melissa S. Cook, Deborah A. Fields
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Survey of the adjourned sale rate of the Japanese home video game industry
Yuhsuke Koyama
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The Ethics of Indigenous Storytelling: using the Torque Game Engine to Support Australian Aboriginal Cultural Heritage
Theodor G Wyeld, Brett Leavy, Joti Carroll, Craig Gibbons, Brendan Ledwich, James Hills
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Playing another Game: Twinking in World of Warcraft
René Glas
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Reciprocal Innovation in Modding Communities as a means of Increasing Cultural Diversity and Historical Accuracy in Video Games
Andrew V. Moshirnia, Anthony C. Walker
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The Primordial Economics of Cheating: Trading Skill for Glory or Vital Steps to Evolved Play?
Robert MacBride
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Exploring E-sports: A Case Study of Gameplay in Counter-strike
Jana Rambusch, Peter Jakobsson, Daniel Pargman
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Gambling is in My Genes: Correlations between Personality Traits with Biological Basis and Digital Entertainment Choice
Byungho Park
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Monsters and the Mall: Videogames and the Scopic Regimes of Shopping
Mike Molesworth
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Controversies: Historicising the Computer Game
Esther MacCallum-Stewart, Justin Parsler
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Cultures of Digital Gamers: Practices of Appropriation.
Markus Wiemker
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Tangible Pleasures of Pervasive Role-Playing
Markus Montola
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Video games in context: An ethnographic study of situated
Chia-Yuan Hung
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MMOGs and the Future of Literature
Julian Kücklich
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Video games in context: An ethnographic study of situated
Yuan Hung Chia
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Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context
Anders Frank
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Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback
Andrew Dekker, Erik Champion
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Exploring the Uncanny Valley with Japanese Video Game Characters
Edward Schneider, Yifan Wang, Shanshan Yang
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The Disappearance and Reappearance and Disappearance of the Player in Videogame Advertising
Bryan-Mitchell Young
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Self and selfishness in online social play
David Myers
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A Typology of Speeches within Board Game Players for Analyzing the Process of Games
Taichi Kato, Junkichi Sugiura, Makoto Iida, Chuichi Arakawa
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Video Games and the Training of Sociality: A Survey of Video Game Players
Yumi Matsuo, Sachi Tajima, Seiko Nohara, Akira Sakamoto
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Recognizing New Literacies: Teachers and Students Negotiating the Creation of Video Games in School
Kathy Sanford, Leanna Madill
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Extending the ‘Serious Game’ Boundary: Virtual Instructors in Mobile Mixed Reality Learning Games
Jayfus Doswell, Kathleen Harmeyer
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A Certain Level of Abstraction
Jesper Juul
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The Quest in a Generated World
Calvin Ashmore, Michael Nitsche
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Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters
Mark Grimshaw, Gareth Schott
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Narrating machines and interactive matrices: a semiotic common ground for game studies
Gabriele Ferri
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Situations of Play: Patterns of Spatial Use in Videogames
Leigh Georgia McGregor
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Situated Play and Mobile Gaming
Barbara Grüter, Miriam Oks
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Because Players Pay: The Business Model Influence on MMOG Design
Reis Tiago Alves, Licinio Roque
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Game Design on Item-selling Based Payment Model in Korean Online Games
Gyuhwan Oh, Taiyoung Ryu
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Teacher roles in learning games – When games become situated in schools
Rikke Magnussen
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Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement
Gordon Calleja
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This is not a Door: an Ecological approach to Computer Games
Jonas Linderoth, Ulrika Bennerstedt
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Perceptions of Player in Game Design Literature
Olli Sotamaa
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Creating Multiplayer Ubiquitous Games using an adaptive narration model based on a user’s model
Stéphane Natkin, Chen Yan, Sylvie Jumpertz, Bernard Marquet
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Developing a pattern language for flow experiences in video games
Philippe Lemay
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Eight Ways Videogames Generate Emotion
Jonathan Frome
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Levels of Sound: On the Principles of Interactivity in Music Video Games
Martin Pichlmair, Fares Kayali
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Experiential Modes of Game Play
Robert Appelman
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Exporting Wars: Literature Theory and How It Explains the Video Game Industry
Mikolaj Dymek
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The State of the Art: Western Modes of Videogame Production
Alex Wade
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Virtual Worlds and Fraud: Approaching Cybersecurity in Massively Multiplayer Online Games
Jeffrey Bardzell, Markus Jakobsson, Shaowen Bardzell, Tyler Pace, Will Odom, Aaron Houssian
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Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests
Simon Niedenthal
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“I am not a fan, I just play a lot” – If Power Gamers Aren’t Fans, Who Are?
Hanna Wirman
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The place of mobile gaming: one history in locating mobility in the Asia-Pacific region
Larissa Hjorth
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Designing Games to Effect Social Change
Chris Swain
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The Cultural Economy of Ludic Superflatness
Dean Chan
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Critical Potential on the Brink of the Magic Circle
Cindy Poremba
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Girls and Gaming: Gender Research, “Progress” and the Death of Interpretation
Jennifer Jenson, Castell Suzanne de
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From Catch the Flag to Shock and Awe: how World of Warcraft Negotiates Battle
Esther MacCallum-Stewart
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Videogame Music: chiptunes byte back?
Grethe Mitchell, Andrew Clarke
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Player-Character Dynamics in Multi-Player Role Playing Games
Anders Tychsen, Doris McIlwain, Thea Brolund, Michael Hitchens
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Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club
Mikael Jakobsson
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Approaching game-studies: towards a reflexive methodology of games as situated cultures
Sybille Lammes
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“Gamic Realism”: Player, Perception and Action in Video Game Play
Hanna Sommerseth
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Counting barrels in Quake 4: affordances and homodiegetic structures in FPS worlds
Dan Pinchbeck
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MMOs as Practices
Ren Reynolds
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Dimensions of Play: Gameplay, context, franchise and genre in player responses to Command and Conquer: Generals
Geoff King
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Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America
Mia Consalvo
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Profiling Academic Research on Digital Games Using Text Mining Tools
Johanna Bragge, Jan Storgårds
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Situated Play – Just a Temporary Blip?
Tarja Susi, Jana Rambusch
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Modeling Epidemic Spread in Synthetic Populations — Virtual Plagues in Massively Multiplayer Online Games
Magnus Boman, J. Stefan Johansson
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From Rule-Breaking to ROM-Hacking: Theorizing the Computer Game-as-Commodity
Will Jordan
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Play with me: Exploring the autobiographical through digital games
Cindy Poremba
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Pricing models and Motivations for MMO play
Miho Nojima
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Interaction Manifestations at the Roots of Experiencing Multiplayer Computer Games
Laura Vallius, Tony Manninen, Tomi Kujanpää
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Cross-format analysis of the gaming experience in multi-player role-playing games
Anders Tychsen, Ken Newman, Thea Brolund, Michael Hitchens
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Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World
Yasmin B. Kafai, Deborah A. Fields, Melissa S. Cook
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Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene
Paul Cheng
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Around Sigeru Miyamoto: Enactment of “Creator” on Computer Games
Akito Inoue, Seido Ushijima
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