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2019: Abstract Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix
2019: Abstract Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix
Published:
2019-01-01
Papers
Fired in a blog post: The End of Heroes of the Storm Esports
Patrick Prax
PDF
New Media Ecosystems: Amazon and the Advancing Game Economy
Eric Freedman
PDF
Promoting Yokosuka via Video Game Tourism: The case of the Shenmue Sacred Spot Guide Map
Carlos Ramírez-Moreno
PDF
Radical game fictionalism
Grant Tavinor
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The Business Model Network of eSports: The Case of Overwatch
Tobias M. Scholz, Volker Stein
PDF
Multimodal analysis of using video game Minecraft to study BA construction in Chinese
Jin Dong
PDF
Video Games Production Networks in the periphery: the Chilean case
Sebastián Baeza-González
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Designing a Digital Roleplaying Game to Foster Awareness of Hidden Disabilities
Rafael Leonardo da Silva
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Schoolyard Riot League of Legends and High School Esports
Emma Witkowski, Yong Ming Kow
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Ludo Mix as an Aesthetic Experience: Designing Games for Franchises
Laureline Chiapello
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How Musical Leitmotifs Enhance Narration and Evoke Emotion
Dooley J. Murphy
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A Ludo Mix Perspective on Dynamic Game Characters
Joleen Blom
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Who is a videogame developer? The politics of videogame maker identities
Brendan Keogh
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Dwelling in Digital Game Worlds
Daniel Vella
PDF
Evolution of PC Bangs: Traditions and Trends in South Korea
Yaewon Jin, Veli-Matti Karhulahti
PDF
Canons of Games Research: An Analysis of the Most Cited Publications
Veli-Matti Karhulahti, Raine Koskimaa
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Fostering ethics and morality in adult learning through gameplay
Rafael Leonardo da Silva
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Challenges and Opportunities for Collective Action in Local Games Industries
Benjamin Abraham, Brendan Keogh
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ROM Hacks, Randomizers, and Retro Games: Challenging Copyright and Remixing Zelda
Michael Iantorno
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The experience of procedurality: effects and appreciation of persuasive gameplay rhetoric
Ruud S Jacobs
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CryptoKitties and the New Ludic Economy: How blockchain introduces value, ownership, and scarcity in the digital world
Tanja Sihvonen, Alesja Serada, J. Tuomas Harviainen
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Games and Gestures – Remarks on Emotes in Digital Online Games
Felix Raczkowski
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Only a Game? Player Misery Across Game Boundaries
Nele Van de Mosselaer
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How Theme Park Rides Adapted the Shooting Gallery
Bobby Schweizer
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Bad Vibrations: The Auditory Experience of Digital Dark Tourism
Nicholls Florence Smith
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The interaction of discourse and acts: Spectating grassroot livestreamer in China
Jiaqin Chen
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Using Physiological Response Data to Examine Horror Video Game Enjoyment
Chuen-Tsai Sun, Holin Lin, Hsueh-Yu Lu
PDF
People@Meeple: “it’s a community thing”
Melissa J. Rogerson, Lucy Sparrow, Martin Gibbs
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Who Creates Microtransactions: The Production Context of Video Game Monetization
Jan Švelch, Roessel Lies van
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Failure in Videogames: Similarities and Differences to Textile Craft
Gemma Potter, T. Brock
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The theme park experience: Kingdom Hearts and the franchise
Anh-Thu Nguyen
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God is a Game Designer – Accelerating ‘Existential Ludology’
Olli Leino
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Critical Thinking of ‘Excessive Indulgence of Playing Saps Ambitions (wan wu sang zhi)’:A Research on Urban Adolescents’ Consumption of Peripheral Products of Digital Games in Mainland China
Jinghui Huang
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ctrl R: Reflections on Prompting Reflective Game Design
Rebecca Goodine, Rilla Khaled
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Transcultural Learning and Live- Action Role-Play in Japan
Björn-Ole Kamm
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Challenge Types in Videogame play
Jukka Vahlo, Veli-Matti Karhulahti
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The Uses of Ludobiography: Life Writing and Game Studies
Rob Gallagher
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Gaming my way to recovery: Understanding how to integrate serious video games into youth mental health services
Manuela Ferrari, Sarah McIlwaine, Jennifer Reynolds, Suzanne Archie, Katherine Boydell, Shalini Lal, Jai Shah, Joanna Henderson, Mario Alvarez-Jimenez, Neil Andersson, Espen Aarseth, Nielsen Rune Kristian Lundedal, Srividya Iyer
PDF
No Rivalry Without Commentary: Misja Esport Case Study
Mateusz Felczak
PDF
The Unintended Consequences of Using Twitch as a University Professor
Ashley Brown
PDF
Analyzing Random Reward System Mechanics and Social Perception
Stefan Brückner, Shuichi Kurabayashi, Yukiko Sato, Ikumi Waragai
PDF
Player Persona Research
Jukka Vahlo
PDF
Musicking with Digital Games
Costantino Oliva
PDF
Defining Gaming Communities: A Super Smash Bros. Ultimate Case Study
Patrick Deslauriers, Élodie Simard
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Rock Stars & Plastic Guitars: Designing & Playing with Captured Experiences in Music Videogames
Kelly Boudreau, Cindy Poremba
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The Impacts of Live Streaming on the Video Game Industry
Mark R Johnson, Jamie Woodcock
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The Awakening of the Goddess in Competitive League of Legends
Mayara Caetano
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Mythmaking and codebreaking: The hunt for GTAV’s Bigfoot and/as digital cultural memory
James Manning
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Beyond the Recipe: A Critical Analysis of Craft in Games
Anne Sullivan, Anastasia Salter, Gillian Smith
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Gaming DOTA Players: Iterative Platform Design and Capture
Andrei Zanescu, Fix Lajeunesse, Martin French
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Ludocriticism – Steps Towards a Critical Framework for Games
Hartmut Koenitz, Mirjam Palosaari Eladhari
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Constructing Haenyeo: Defamiliarzation and Sensemaking in the Game Design Process
William Dunkel, Minerva Wu
PDF
Playable Cities Now
Troy Innocent
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An Attempt to Develop SIR (“shit-game is real”) Index
Hiroshi Yamaguchi
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“Mute, Report, Block.”: Dissonance in Moderating Overwatch
Courtney Blamey
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At Your Service: Event-Based Design in Japanese Mobile Games
Bryan Hikari Hartzheim
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What do Game Developers Think about Loot Boxes?
Mark R Johnson, T. Brock
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Dragonborn is for Porn. The intertextual semiotics of the TESV: Skyrim fan made pornographic modifications
Tomasz Z. Majkowski
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The materiality on the hermeneutics of Chinese character- based playable media
Yue-Jin Ho
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Games on Working, Games on Gaming, Working on Games, and Games on Working on Games: On the self-referentiality that entangles neoliberal play and work
Olli Leino, Sebastian Möring
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Bridging Meaningful Play and Playful Learning – Supporting the Design Process of Gamification in Education
Toru Fujimoto, Ryohei Ikejiri, Yuki Fukuyama
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Monetising memory? MMOGs, anniversaries, and ownership of the past
Nick Webber
PDF
By Svarog! Slavic Game Renaissance and the Ideology of the Extreme Right
Tomasz Z. Majkowski
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Spatial Reasoning: Re-Coding Spaces for Inclusive Informal Game Making
Aphra Kerr, Joshua D. Savage
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Gamifying Flipped Learning for Promoting Students’ Online Participation
Morris Siu-Yung Jong, Gaowei Chen, Vincent Tam
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Structuring Gametime A Typology of the Temporal Constituents of Video Games
Igarzábal Federico Alvarez
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YomeciLand: Found Sound as Play
Matthew Riley, Uyen Ngoc Phuong Nguyen
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From Technological Revolution to Cultural Obsolescence. NEC’s PC Engine between American erasure and French edification
Carl Therrien
PDF
Cities appropriate Pokémon GO: remix models for local needs
Benjamin Stokes
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“Monopoly” in Merging Digital and Urban Playspaces
Tuo Yang
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Processes of Roling: Mechanisms for Adopting Subjectivities in the Gameworld
Daniel Vella, Stefano Gualeni, Jonne Arjoranta
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Glitches as Fictional (Mis)Communication
de Mosselaer Nele Van, Nathan Wildman
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Replaying the Past: Wholesome Nostalgia or Morbid Melancholia?
Rob Gallagher
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On audience perception in gamified audiovisual performances
Andreas Pirchner
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Observant play: colonial readings in Breath of the Wild
Rachael Hutchinson
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Belief-Discordant Alief: A Common Denominator of Fiction and Non-Fictional Games
Igarzábal Federico Alvarez
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Ludonarrative in Game Design Education – a Concrete Approach
Hartmut Koenitz, Teun Dubbelman, Christian Roth
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Visualizing Diversity: A Character Design Tool For Creative Reflection
Mikael Jakobsson, Noah Houghton, Uche Okwo, William Wu
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Localism with (Serious) Games: Horizontal Channels and Models
Benjamin Stokes
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Meta-analysis and systematic review of recent literature on gaming disorder
Yaewon Jin
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Game Over for Machinima: Fan and Creator Reactions to the Loss of Gaming Culture
Rhys Jones
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The data assemblage of play: Videogame data analytics and surveillance
Ben Egliston
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The Gamification of Tactical Thinking; Linking Gamification with Spatial Concepts
GJB Bruyns
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Meaningful Transformation: Intra-activity and Video Games
Justyna Janik
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On the Local Value of Game Jam Games: Beyond Learning from the Process
Hanna Wirman, Rhys Jones
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Complexity, Mystagogy, and the Limits of the ‘Analytical’ Learning Cycle
Feng Zhu
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Consciously working on one’s game: the mutual constitution of habitus and identity
Feng Zhu
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