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2023: Abstract Proceedings of DiGRA 2023 Conference: Limits and Margins of Games
2023: Abstract Proceedings of DiGRA 2023 Conference: Limits and Margins of Games
Published:
2023-06-20
Papers
Serious Narrative Microgames as a Remedy for Gamification Limitations. The Case of the Platform for Making Games for Mobile CBT Therapies
Jan Stasieńko, Ewa Wojtyna, Sławomir Nikiel, Wojciech Bieroński, Justyna Szklarska, Anna Anzulewicz
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Meaningful Blehs and Rabbid Gwahs: Identity Representation Through Non-Human Noise and Words
Juan Francisco Belmonte Avila
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Gamer Identity and masculinity: Narrative and Typologies in the use of the video game
Pablo Esteban Romero Medina
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Invisible at the Edge: Playing with the Geoglyphs of Occupation in Anglo-America
Mikael Jakobsson, Richard Eberhardt
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The use of data in Magic: the Gathering Arena draft: complexity and critical immeasurability beyond ‘metric power’?
Feng Zhu
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Dirty Pretty Romans: Teaching Catullus as Interactive Fiction using Twine and StoryMaps
David Fredrick, Rachel Murray
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Towards Understanding Game Data Work
Heikki Tyni, Olli Sotamaa, Taina Myöhänen
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Commercial, Hobbyist and in-between: Understanding the DAI Personal Computer associative Game Library
Pierre-Yves Hurel
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Thoughts on kitsch and games
Elina Roinioti
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Gacha Games in East-Asian Transmedia Franchises
Joleen Blom
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Englishized? Polish Game Scholars’ Responses to the Anglophone Norm
Stanisław Krawczyk
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Breaking the Mold: Mother/Daughter Representations in Resident Evil
Val Caroca
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Making Antiquity Resonate in Assassin’s Creed: Origins, Odyssey & Articulated Resonance
Andrei Zanescu
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Enacted Sociality in Single-Player Play
Mike Hyslop Graham
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Disenchanted re-enchantment: comparative analysis of World of Darkness and Monsterhearts tabletop RPGs
Leonid Moyzhes
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The Call of Queue. PRL Heritage and Nostalgia in Contemporary Polish Game Culture
Tomasz Majkowski, Magdalena Kozyra, Aleksandra Prokopek
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Post-Racial Post-Apocalyptic Narratives?: Navigating Player Character Identity in Naughty Dog’s The Last of Us
Adrienne Domasin
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Enormous Fabricated Ability: Boosting in the Battlefront II Player Community
Matthew Horrigan
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From Replay to Revisit
René Glas, Souvik Mukherjee
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Enacting Photojournalism in Videogames
Cindy Poremba
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“You Have To Manage On Your Own”: The Challenges and Resources of Gaming In Old Age
Gabrielle Lavenir
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‘A Definition of Enchantment’: A New Approach to Ludic Magic Systems Analysis
Mikael Sebag
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A Historical Perspective on Speedrunning: Evolution and Impact of the Informational Aspect upon Speedrunning Communities
Sacha Bernard
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The Limits of Influence: Negotiating the Hegemony of Game Companies in Collegiate Esports in The US
Onder Can, Maxwell Foxman, Andrew Wilson, Amanda Cote, Md Waseq Ur Rahman, Shane Burrell, Brandon C. Harris, Jared Hansen, Tara Fickle
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‘I prefer to play alone to recharge my social battery’: Parent gamer identities in Australia
Fae Heaselgrave, Ashlee Borgkvist
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Players Making Creepypastas in Roblox – Kindred Appeal of Haunted Houses and Game Creation Systems
Heidi Rautalahti, Elisa Mekler
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Charting the Forgotten Realms of Digital Vernacularity: 25 Years of D&D Infinity Engine Games Modifications
Mateusz Felczak
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Posthumanist, postapocalyptic, postanthropocentrism: Morals and Multiplicities in My Friend is a Raven
Poppy Wilde
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Virtually Limited: Boundaries of Play in Virtual Reality Production
Maxwell Foxman, Dalton Bouzek, Rabindra Ratan, Alex P. Leith
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Lost Horizons: Constructing a Fiction of Knowledge
Debbie Ding
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The case of missing cases. On piratexts — paratexts created by pirates for pirates.
Paweł Grabarczyk
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Playing the Industry: Exploring the Margins of the Videogame Industry through Game Dev Tycoon
David ten Cate
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Fan Localisation in the Chinese Overwatch Game Community: Conflicts about the Information Transmission
Dody Chen
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Latina sex workers on Twitch: Between pleasure, work, vulnerability and marginalization
Thomas Apperley, Ana Valeria Rodriguez
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Scoping Review of South Korean Esports Research and Comparison to the Stakeholder Perception
Yaewon Jin, Matúš Adamkovič
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‘Died on First Try, 10/10 Would Recommend LMAO’: Studying the Appreciation of Historical Digital Games about WWII via Text Mining Methods
Pieter Van den Heede
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“Constellations” of Vocal Expression: A Time Traveler’s Examination of Vocal Performance in Assassin’s Creed: Origins
Janine Bower
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From Play to Playces: the representation of contexts of play in Japanese games and popular media. Introduction
Vincenzo Idone Cassone
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Gender and resilience in esports
Nick Taylor, Matilda Ståhl
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Functions and powers of barks in video games: reclaiming the margins of video games narrativity
Hélène Sellier, Aurélie Huz
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Super Memory Makers: Livestreaming and/as videogame play archives
James Manning
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Alt-right and Video Games: A Literature Review
Pablo Romero-Medina, Júlia Vilasís-Pamos
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Facilitating Collegiate Esports: Limiting and Legitimizing Competitive Gaming
Maxwell Foxman, Onder Can, Andrew Wilson, Amanda Cote, Brandon C. Harris, Md Waseq Ur Rahman, Jared Hansen, Tara Fickle
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If You Don't Like the Game, Change the Rules: Unions and Co-operatives in the Canadian Game Industry
Michael Iantorno, Marie LeBlanc Flanagan
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Every Cloud Has a Silver Lining: Through the Cracks of Cloud Gaming Infrastructure
Eduardo Luersen
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Examining the Cultures of Discipline in Overwatch and League of Legends Esports
Miia Siutila, Maria Ruotsalainen
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Leisure electronics as a cultural context for the emergence of the Swiss video game
Sophie Bémelmans, Pierre-Yves Hurel, Yannick Rochat
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A New Home for Porn: Adult Video Games and the Necessity of Independent Platforms
Harrison Charles
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League of Learning: A Study of Classroom Intervention Effectiveness
Ashley Ml Guajardo, Nina Feng
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The Wild West of Mobile Game Advertising
Kati Alha
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A SURVEY OF THE IRISH GAMES INDUSTRY & THE ETHICS OF POLICY RESEARCH
Maria O'Brien
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Ecology and the Post Apocalypse: Regenerative Play in the Metro Series
Gerald Farca
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Perceived Finnishess amongst four player groups through UnReal World
Haron Walliander, Tapani Joelsson
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Huizinga’s Lila: Game Studies and Indian Concepts of Play
Souvik Mukherjee
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Articulating the Field of Videogame Production
Brendan Keogh
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Finding the GaaP - Data, Dashboards, and Independent Games
Stuart Anderson, Darshana Jayemanne
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Trans Tissue: If Found…’s (2020) Dehiscence, Liminality and Decreation
Merlin Seller
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Silver gaming in Poland. The margin or the future of the gaming industry?
Damian Gałuszka
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Faraway, So Close! Co-citation analysis of sources cited by Gaming & Simulation journal
Marcelo Vasconcellos, Fabio Gouveia, Flavia Carvalho, Cynthia Dias, Fernando Kleiman
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The Fandom Frontier: Understanding the Limitless(?) Potential of Collegiate Esports Fans
Amanda Cote, Md Waseq Ur Rahman, Maxwell Foxman, Andrew Wilson, Shane L. Burrell Jr., Brandon C. Harris, Onder Can, Jared C. Hansen, Tara Fickle
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Remediation and Refunctionalization of Natural Spaces in Videogames: Perspectives, Patterns, and Impact on Society
Andrea Piano
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Modding Leisure: Content Creation in Animal Crossing: New Horizons
Alex Custodio
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National Identity in the Brazilian Gaming Community on Twitter: Esports Tournaments During the 2022 Elections
Leonor Jungstedt, Tarcízio Macedo, Alessandra Maia, Luis Gomes, Lucas Roberto da Silva, Polyana Barboza, Dalby Hubert, Maria Sirleidy Cordeiro
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Lad mags and Anti-feminist Irony in the Formation of Gaming Culture
Thomas Apperley
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Let’s Play with Academia: Overcoming The Limits of The Zoom Classroom via Video Game Streaming
Gabriel Elvery
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A Garden of One’s Own: Reclaiming Agency at a Free-to-Play Playground
Alesha Serada
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Digital literacy games: A systematic literature review
Teresa de la Hera, Laura Cañete Sanz, Nuria Navarro Sierra, Jeroen Jansz, Julia Kneer, René Glas, Jasper van Vught
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Demonic Games: Demonic Figures and Functions in Contemporary Digital Games
Frans Mäyrä
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Genre Awareness and Nostalgia: Textual Aspects of Role-Playing in Black Geyser: Couriers of Darkness
Norbert Krek
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Kosmonaut’s log: Field notes on the politics of nostalgia in ludic representations of Soviet space exploration
Diego Andrés Mejía-Alandia
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Designing Games in the Margin: Queer and Intersectional Feminist Meanings of Gender Perspective in Videogames Design
Alexandra Samper Martínez, Beatriz Legeren-Lago, Diana Moisés Toro
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Playful learning and design futures to enhance urban civic competences through a card game and Minecraft
Marta Fernández Ruiz, Carles Sora-Domenjó, José Miguel Tomasena, Antoni Roig Telo
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STATE AIDS FOR DIGITAL GAMES IN THE EUROPEAN UNION: A SYMBIOTIC OR PARASITIC RELATIONSHIP?
Maria O'Brien
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Frostpunk: Lessons from Contemporary Polish History
Eleonora Imbierowicz
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Exploring Transformative Aesthetic Experiences in Videogames
Jaakko Väkevä
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Subtle presence and (dis)identification: transmasculinity in narrative video games
Robin Longobardi Zingarelli
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Bending Games: Why and how do gaymers produce porn?
Stephen Schuetz
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The Womb as a Sphere of Biopolitical Liminality in Video Games
Agata Zarzycka
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“Air Time!”: Balconing Simulator 2020 and criticism of junk tourism in Spain
Víctor Navarro-Remesal, Beatriz Pérez Zapata, Ignacio Bergillos, Mateo Terrasa-Torres
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Ontology and interdisciplinary research in esports
Tom Brock
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Prestige or Promotion: Industrial Reflexivity and Political Economy of The Game Awards
Jan Švelch
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From the Walking Sim to the Watch_Dog and Beyond: Walter Benjamin’s Flânerie in the Age of the metaverse
Curtis Maughan
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Play Value, Gameplay, and Immersion in the Early Videogame Industry
Braxton Soderman
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A Co-operative Study of Transnational European Histories of Videogames
Alex Wade, Maria Garda, Ivo Furman, Mirek Filiczak, Maryja Supa
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Gamer Identity, Masculinities, and Feminities. An Analysis of Teenagers' Perception of Gamer Identity
Júlia Vilasís-Pamos, Pablo Romero-Medina
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Preserving and Emulating Australian Made Videogames of the 1990s
Cynde Moya, Melanie Swalwell, Helen Stuckey, Denise de Vries
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Insult swordfighting: Gendered, Competetive, and Transgressive Communication in Gaming Culture
Kristian Bjørkelo
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A Typology of Videogame Rewards
Veli-Matti Karhulahti, Espen Aarseth
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Learning Cultural Heritage through Emergent In-game Dialogues
Zihan Feng
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A Method for Design Materialization: Accountable Game Design Research
Rilla Khaled, Pippin Barr
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Developer dialogues: A study of videogame creators to understand the potential for industry self-regulation of monetization
Maarten Denoo, Elena Petrovskaya, Steven Malliet
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Enjoyment in the Anthropocene: The Extimacy of Ecological Catastrophe in Donut County
Benjamin Nicoll
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Game Studies in Latin America: Reflexions about a growing field and gamer/player counter hegemonic identities
Antonia Hargreaves, Mary Anne Argo
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Czech appeal: Use of local themes and settings by a national game industry
Jaroslav Švelch, Jan Houška
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As Independent as possible or as necessary? The different context layers of being an indie developer
Jeffrey Wimmer, Antonia Wurm, Tomas Novy
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Subtle Playability: Orienting Players’ Actions Beyond the Threat of Failure
Sofia Abatangelo
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Beyond the analysis from neoliberal subjectification? The accelerationist short-circuiting of gaming pleasure in Total War: Warhammer II & III
Feng Zhu
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A Criticism of Computer Game “Ontological Models”
Nikita Stulikov
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Postapocalyptic Margins, Motherhood and Feminist Identity in Naughty Dogs The Last of Us Part II
Rebecca Käpernick
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The Cozy and the Strange in Strange Horticulture
Melissa Kagen, Jennifer Minnen
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My Game History: Teaching Against Hegemonic Game History
Annakaisa Kultima, Jaakko Stenros
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Breaking Character: Contesting Marginalisation through Critical Bricolage
Rob Gallagher
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Merely Marginal? Gaming Culture and Reactionary Ideology
Rob Gallagher
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Genealogy of a Hate Raid
Josh Jarrett, David Murphy
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Gamification and undesign: exploring the affordances of digital detox apps with game features
Yukun You, Faltin Karlsen
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Fursan Al-Aqsa: An Analysis of Moral Disengagement in the discursive strategies of a Pro-Palestine Video Game
Antonio Cesar Moreno-Cantano, Salvador Gómez
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For an Understanding of Video Games Genres through the Discourse of Players
François-Xavier Surinx
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Spatiality and the Power of Simulation in Covideo games
Zsófia Orosz-Réti
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The innate multiplicity of Game Worlds: Emersive effects in Dark Souls 2 and Nier: Automata
Karim Sipala
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Digital Cycling Club: Gamification of Cycling in post Covid-19 Pandemic
Haryo Pambuko Jiwandono
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Museums of Myth and Mechanics of Mythography in Mythological Video Games
Alexander Vandewalle
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Fact and Fiction in Video Games: How much fiction is needed for good design?
Ágnes Karolina Bakk, Bendegúz Szatmári
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Let’s Play Evangelization. Digital Televangelism and the "A Plague Tale" Series
Mateusz Felczak
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Extended abstract: Exploring constructions of situated esports aesthetics within and outside gameplay in a Nordic context
Matilda Ståhl, Maria Ruotsalainen, Usva Friman, Fredrik Rusk
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The Impact of Social Digital Games in Online Communities on Older adults’ Digital Competences
Francisco Regalado, Ana Isabel Veloso, Carlos Santos
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Tourism in Video Games: Experiences in Digital Worlds
Anh-Thu Nguyen
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We can do it, can we? Experiences of women in the Czech Video Game Industry
Tereza Fousek Krobova
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Corteo and political play in late 1970s Italy
Riccardo Fassone, Giaime Alonge
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Theorizing Digital Games: Play Theories & New Materialism
Soomin Hong
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Time and Temporality in Game Streaming on Twitch
Mark ¨R Johnson
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Soothing Affect or Neoliberal Indoctrination? Cozy Games and Agency
Bettina Bódi
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Perceiving Across Gameworld Boundaries: Actual, Fictional, and Imaginative Perceptions
Nele Van de Mosselaer
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Travel and Exploration in Elden Ring and Genshin Impact as an Essential Game Experience
Anh-Thu Nguyen
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Social Acceptability of Location-Based Games in Cemeteries
Fraser Allison, Bjorn Nansen, Martin Gibbs
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Materially Random Stories: Randomness and Narrative as Material Structures in Digital Games
Justyna Janik
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Role Playing as Your Happier Self: Self-help Games as Female-Coded “Leisure”
Melissa Kagen
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Gami-Math: Educational Escape Rooms as learning environments, an optimal tool for horizontal mathematization and curricular integration
José Carlos Piñero Charlo, María Del Carmen Canto López, Malena Manchado Porras, Rocío Noriega Bustelo
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Playable, Portable, Pretty?: Gender in Nintendo DS Lifestyle Software
Keita Moore, Joleen Blom
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Pink-Collar Playbour: The Digital Housework of Video Game Livestreaming
Christine H. Tran
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Love Letters to India?: Adapting Colonial Fiction in The Secret Games Company’s Kim
Paolo D'Indinosante
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Sinking Strangers No More: Playing “Climate Refugees” in Video Games
Carolin Becklas
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On the Preservation of the Experience of Play in an MMORPG Environment: Livestreams and the Game Preservation Conundrum
Lidia Morris
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Individuals, representatives, and racers – The images of F1 and F1 Esports Series drivers on Instagram
Ville Malinen
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The Dualistic Model of passion in the scope of problematic gaming
Alexandre Infanti, Carlos Valls-Serrano, José César Perales, Claus Vögele, Joël Billieux
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The user-centered design of game-based digital mental health interventions
Lauri Lukka
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Live streamer Paracommunity on Twitch and Discord
Kevin Garvey
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Pervasive Larps at Scale: Design Challenges of a Novel Work
Benjamin Viney
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The Midnight Ride of Paul Revere: Balancing Accuracy, Fun, and Tone in Educational Games
James Coltrain
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Bodies in Play
Emma Westecott, Cindy Poremba, Kate Hartman
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Exploring an Arcade in an Arcade Cabinet: Social History Research, Exhibition, and Interactive Environments
Alan Meades
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Building and rebuilding the Anthropocene in Cities: Skylines
Lawrence May
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A systematic literature review of teachers’ role in using game-based learning
Merav Hayak
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Problems anchoring and verifying identities in an emerging esports ecosystem
J. Patrick Williams, Vinh Trinh Luu
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Players’ perceptions of Andalusian cultural heritage representations in the digital game Blasphemous
Teresa de la Hera, Deborah Castro, Salvador Gómez
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Graceful Gaming: Aesthetics, Automation, Habit
Doug Stark
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Virtual Game Spaces and Diegetic Fictionality
Rune Klevjer
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“Smurfing is a pretty common problem”: Toward a performative conception of toxicity
Ben Scholl, Maria Sommers, Philippa Adams, Alberto Lusoli, Wendy Hui Kyong Chun
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Suffocated by Surplus Enjoyment: A Psychoanalysis of "Gamer Rage"
Benjamin Nicoll
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Meet Up for a Board Game? How Socialisation, Access, and Language Influence Community Formation
Johnathan Harrington
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What lurks in the margins: the ill-known short horror video games
Bernard Perron, Jean-Charles Ray
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Humanist Delusion in Games
Eleonora Imbierowicz
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Digital Games and the Category of Auteur: A Re-Evaluation and Perspectives
Filip Jankowski
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An Examination of Gender Differences in Happiness Perceived by Japanese University Students in Games
Kazuki Okuno, Masanori Fukui, Hiroaki Ohdachi, Masakatsu Kuroda, Yuji Sasaki
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Mixed Feelings and Realities: Joyful to Nauseating Sentiments about VR on Twitter
Alex Leith, Maxwell Foxman, Mary Onuche, Rabindra Ratan, Chaeyun Lim
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“Accidental Archivists:” YouTube Gameplay Content and Game Preservation
Michele Newman, Jin Ha Lee
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On Field Colonization, Intersections and Marginalized Game (extended abstract)
Lindsay Grace
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Mapping Game Biopolitics: Introducing Biopolitics Analysis Network
Michał Kłosiński
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From Gamer Identity to Game Cultural Agency
Usva Friman
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Protocolar Power and the Texts of Game Cultures
Matthew Horrigan
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Immersive VR Storytelling
Elizabeth Goins
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Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulation
Leon Y Xiao
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The Past as (Para)text – Relating Histories of Game Experience to Games as Texts
Nick Webber
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The Harmony of Escaping Hell: Ludonarrative Interplay in Hades
Yotam Shibolet
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“I really think of these things more as toys”: Will Wright’s Toy-Based Design Philosophy
Amanda Cote
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Playing with Animal Crossing. A data-based analysis of regional and transregional practices in the Japanese, Korean and Chinese YouTube space
Martin Roth
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Playing video games for a living. Coping with emotional tensions and economic precariousness surrounding live streamers’ careers on Twitch
Roberto Carradore, Tiziana Pirola
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Playing Darkly: Rescuing Cheating in Online Games
Daniel Nielsen
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Establishing Interpretation Design as a Game Design Method
Emmi Kärnä
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“Your Subaltern is not my Subaltern”: Intersectionality and the Dangers of a Single Game-story
Zahra Rizvi, Souvik Mukherjee
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Toys, Video Games, Platforms, and Mattel Electronics's Intellivision
Braxton Soderman, Tom Boellstorff
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The Magic Prison: Game Rules as a Tool for Dread in Sir Gawain and the Green Knight and Inscryption
Dom Ford, Sophie Thorkildsen
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Repurposing Concept Art: Video Game Art Books as Industrial Reflexivity
Jan Švelch, Jaroslav Svelch
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“Let’s unbox!”. Gambling-like elements on Twitch and simulated gambling among Flemish teenagers
Eva Grosemans, Tim Smits, Bieke Zaman, Rozane De Cock
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Sky’s the Limit: Skyboxes and Backgrounds as narrative and imaginative elements
Giorgio Chiappa
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The Local, the Global, and the Intercultural: Strategies for Teaching Games Design in the Neoliberal University
Bruno de Paula
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Imagining the All-Seeing Eye: Surveillance Imaginaries in Games
Kristian Bjørkelo, Ragnhild Solberg
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Skillful play is dependent on rules. Notes on a Phenomenology of Skills in Games and Digital Games
Christopher Lukman
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“Our player friend here... they already hold the key...”: Redefining Genre Limits in Inscryption.
Sabrina Sgandurra
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Of Mice and Lemmings: Ludic Subjectivity and Interface in a Historical Context
Jaroslav Švelch, Daniel Vella
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What did players think about Belgium’s ‘ban’ on loot boxes?
Leon Y Xiao, Maarten Denoo
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“Select Your Instrument”: Musical Character Customization in Divinity: Original Sin 2
Ragnhild Solberg
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GBStudio and Platforms by Consent
Kaelan Doyle-Myerscough
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Podcasts and Players – Examining the Careers of Gaming Podcast Creators
Ryan Stanton
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Making the Mechanics Monetizable: On the Development Process of Free-to-Play Games
Lies van Roessel
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Reframing Posthuman Agency through the Concept of Speed
Hongwei Zhou
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Fake news and disinformation in ludonarrative contexts. The case of Headliner: Novinews
Mireya Vicent-Ibáñez, Salvador Gómez-García, Joseba Bonaut-Iriarte
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Teaching Chinese with Games: Knowledge, Attitudes and Experience of Teachers
Paul Martin, Yanhui Zhang
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A post structuralist understanding of integrating games in education
Stamatia Savvani
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Monkey Island as a Theme Park Going Beyond Hyperrealism: Ron Gilbert’s Auteurial Style and Thematic Concerns
Péter Makai
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Locating Videogame Development in Australian Higher Education
Brendan Keogh, Taylor Hardwick
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The narrativization of quantified play in videogame fanfiction
Yuhua Wu, Paul Martin
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Unearthing the ludic media archaeology of fashion
David Cumming
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From Superhuman to Posthuman: Collective action in single-player video games
Zsófia Orosz-Réti
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The Limits of Immersion: Case Study of "Desolatium" a VR Graphic Adventure Development
María Inmaculada Parra Martínez
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Evaluating Teamwork in a Game Development Team: Observations from Attending a “Sprint Retrospective”
Mark Staun Poulsen
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(Un)known Polish Spaces. Strategies of Foreignization and Domestication in Polish Video Games
Magdalena Kozyra, Tomasz Majkowski, Aleksandra Prokopek
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Translating Witcher: Investigating Conflict and Cooperation Between Localization Industry and Gaming Communities
Selahattin Karagöz
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Safety and Identity Exploration: How Queer TTRPGs Provide Structure for Players
Jailyn Zabala, Josie Zvelebilova, Alexandra To
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Esports at the Margins of the Commonwealth Games: Organisational Philosophy, Equity Pipelines, and National Representation
Emma Witkowski, Stephanie Harkin
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Australian Video Game Developers’ Marketing Knowledge: Filling an Important Research Gap
Jacqueline Burgess, Alexander Muscat, Anthony Grace, Christian Jones
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Chinese Cultivation Games and the Cosmotechnics
Jiadong Qiang, Yu Hao
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Horny for Ghost: The Sexualized Remediation of Call of Duty: Modern Warfare II on TikTok
Kristine Ask, Tanja Sihvonen
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Moving the margins: Setting up pathway research studying adolescent video gaming, simulated gambling and monetary engagement
Eva Grosemans, Bruno Dupont, Tim Smits, Lowie Bradt, Bieke Zaman, Rozane De Cock
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Peer-pressure? A motivation-focused taxonomy of social mechanics in microtransaction-based mobile games.
Elena Petrovskaya
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Playing Brexit: Borders and nationalism in the times of inhospitality
Beatriz Pérez Zapata, Víctor Navarro-Remesal
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Procedural and Emergent Narrative: From Analog RPG to Digital RPG
Joan Josep Pons López
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The rogue needs a city: Role-Playing Game cities and their literary background
David Matencio Durán
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Regret in Play and in Paint: Authorship, Narrative, and Intertextuality in Pentiment (2022)
Danielle Kleinerman, Chiara Haynes
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The Game(s) of Netflix: Exploring the Entertainment Functions of Digital Games as part of the Company's Content Strategy
Salvador Gómez-García, Teresa de la Hera, Nuria Navarro-Sierra, Mireya Vicent-Ibáñez
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Extreme Bodies: The Uncommon Player-Avatar Relationship
Hongshen Xu, Jussi Holopainen, Olli Leino
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Flow, Boredom, Idleness. The Relation between the Subjective Passage of Time and the Experience of Video Games
Federico Alvarez Igarzabal
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Two Approaches to Solving the Climate Crisis: Comparing Half-Earth Socialism and The Climate Game
Jonne Arjoranta
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Smaky Story: A comprehensive approach of the practical, technical, and social dimensions of computing in French-speaking Switzerland
Sophie Bémelmans
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