Conference Proceedings of DiGRA 2023

Feng Zhu

The use of data in Magic: the Gathering Arena draft: complexity and critical immeasurability beyond metric power?

Magic: the Gathering,
data,
metrics,
habit,
neoliberal subjectivity

PDF

Norbert Krek

Investigating the Video Game Developer Scene of Hungary: A Case Study of Invictus Games Developer Studio

regional game studies,
game developers,
independent game development,
Hungarian video game industry

PDF

David Fredrick and Rachel Murray

Dirty Pretty Romans: Teaching Catullus as Interactive Fiction using Twine and StoryMaps

Discursive Game Design,
playing the past,
interactive fiction,
Twine,
ArcGIS StoryMaps

PDF

Constantinos Miltiadis

Other than Text: Media Used in Game Studies Publications. A Computational Analysis into 20 Years of Publications of the Game Studies Journal, and an Appeal for Research Through Design

game studies journal,
data mining,
computational analysis,
videogame research,
research communication,
research methods,
epistemology,
use of media,
design research,
research through design,
game design

PDF

Heikki Tyni, Olli Sotamaa and Taina Myöhänen

Towards Understanding Game Data Work

game production,
data-driven game development,
game data work,
data work,
data professionals

PDF

Pierre-Yves Hurel

Commercial, Hobbyist and in-between: Understanding the DAI Personal Computer associative Game Library

Regional History,
Game History,
Communities,
Hobbyist,
Platform Studies

PDF

Elina Roinioti

Thoughts on kitsch and games

Kitsch,
game production,
culture,
local

PDF

Joleen Blom

Gacha Games in East-Asian Transmedia Franchises

Gacha games,
free-to-play,
East-Asia,
Games-as-a-Service,
transmedia

PDF

Pablo Esteban Romero Medina

Gamer Identity and masculinity: Narrative and Typologies in the use of the video game

Game Studies,
Masculinities,
Alt right,
Gamer Identity

PDF

Stanisław Krawczyk

Englishized? Polish Game Scholars' Responses to the Anglophone Norm

Englishization,
higher education studies,
history of game studies,
internationalization,
Polish game studies

PDF

Val Caroca

Breaking the Mold: Mother/Daughter Representations in Resident Evil

Resident Evil,
monster studies,
gender studies,
intersubjectivity,
recognition

PDF

Andrei Zanescu

Making Antiquity Resonate in Assassin's Creed: Origins, Odyssey & Articulated Resonance

Assassin's Creed,
Resonance,
Simulation,
Blockbuster Games,
Orientalism

PDF

Mike Hyslop Graham

Enacted Sociality in Single-Player Play

Single Player,
Play,
Players,
Sociality,
Social Play,
Transformative Learning Theory

PDF

Leonid Moyzhes

Disenchanted re-enchantment: comparative analysis of World of Darkness and Monsterhearts tabletop RPGs

TRPG,
enchantment,
World of Darkness,
Charles Taylor

PDF

Tomasz Majkowski, Magdalena Kozyra and Aleksandra Prokopek

The Call of Queue. PRL Heritage and Nostalgia in Contemporary Polish Game Culture

nostalgia,
board games,
PRL,
tangible heritage,
game objects

PDF

Adrienne Domasin

Post-Racial Post-Apocalyptic Narratives?: Navigating Player Character Identity in Naughty Dog's The Last of Us

identity,
hegemony,
culture,
ideology,
representation,
patriarchy,
narrative immersion

PDF

Daniel Nielsen

Value Extraction of Digital Gameplay: Audience and Producer Struggles

Video games,
Players,
Participation,
Economy,
Game Culture

PDF

Matthew Horrigan

Enormous Fabricated Ability: Boosting in the Battlefront II Player Community

player communities,
dark patterns,
Battlefront 2017,
trophy boosting,
power leveling

PDF

Md Waseq Ur Rahman

Meaningful Social Play: An Exploratory Study on the Phenomenological Experience of Boardgame play.

Meaningful play,
Boardgames,
Self-determination in games,
Eudaimonic entertainment

PDF

René Glas and Souvik Mukherjee

From Replay to Revisit

Replaying,
revisiting,
rereading,
methodology,
paratexts

PDF

Patrick Prax

Lifestyle Games

lifestyle games,
problem gaming,
game culture,
participation,
game addiction,
game community,
TCG,
Miniature Games,
dark design

PDF

Cindy Poremba

Enacting Photojournalism in Videogames

in-game photography,
rhetorical analysis,
photojournalism

PDF

Gabrielle Lavenir

"You Have To Manage On Your Own": The Challenges and Resources of Gaming In Old Age

old age,
players,
bricolage,
gamer identity,
silver gamers

PDF

Mikael Sebag

"A Definition of Enchantment": A New Approach to Ludic Magic Systems Analysis

Magic systems,
fantasy games,
Western esotericism,
hermeneutics,
enchantment

PDF

Sacha Bernard

A Historical Perspective on Speedrunning: Evolution and Impact of the Informational Aspect upon Speedrunning Communities

speedrunning,
online community,
information economy

PDF

Onder Can, Maxwell Foxman, Andrew Wilson, Amanda Cote, Md Waseq Ur Rahman, Shane Burrell, Brandon C. Harris, Jared Hansen and Tara Fickle

The Limits of Influence: Negotiating the Hegemony of Game Companies in Collegiate Esports in The US

Collegiate esports,
game company,
hegemony,
esports culture,
control

PDF

Fae Heaselgrave and Ashlee Borgkvist

"I prefer to play alone to recharge my social battery": Parent gamer identities in Australia

Parent gamers,
Gamer identity,
Parents,
Gender,
Gendered gameplay

PDF

Heidi Rautalahti and Elisa Mekler

Players Making Creepypastas in Roblox: Kindred Appeal of Haunted Houses and Game Creation Systems

Game creation system,
Roblox,
Creepypasta,
Multi-player Online Games,
Vernacular,
Haunted House

PDF

Mateusz Felczak

Charting the Forgotten Realms of Digital Vernacularity: 25 Years of D&D Infinity Engine Games Modifications

Dungeons&Dragons,
mods,
cRPG,
digital archives,
Infinity Engine,
fan communities,
Baldur's Gate,
Icewind Dale

PDF

Poppy Wilde

Posthumanist, postapocalyptic, postanthropocentrism: Morals and Multiplicities in My Friend is a Raven

Posthumanism,
postapocalyptic,
postanthropocentrism,
video games,
multiple endings,
morals

PDF

Maxwell Foxman, Dalton Bouzek, Rabindra Ratan and Alex P. Leith

Virtually Limited: Boundaries of Play in Virtual Reality Production

Virtual Reality,
Game Production,
Game Engines,
Game Development,
In-Depth Interviews

PDF

Debbie Ding

Lost Horizons: Constructing a Fiction of Knowledge

virtual reality as artistic practice,
immersive VR,
social VR,
VRChat,
applications of computer games

PDF

Jose Zagal

Considering Large Student Teams in Game Development Education: A Post-Mortem

games education,
capstone,
megateam,
post-mortem,
student projects,
game development

PDF

Paweł Grabarczyk

The case of missing cases. On piratexts paratexts created by pirates for pirates.

Paratext,
piracy,
game history,
Eastern Europe

PDF

Jakub Majewski, Michał Mochocki and Paweł Schreiber

Pushing in from the Margins: Player Efforts to Insert Polish-Lithuanian Cultural Heritage into Games

Polish-Lithuanian Commonwealth,
cultural heritage,
modding,
fandom,
history,
player creativity

PDF

David ten Cate

Playing the Industry: Exploring the Margins of the Videogame Industry through Game Dev Tycoon

game industry,
AAA,
indie,
standardization,
rules of play,
Game Dev Tycoon

PDF

Dody Chen

Fan Localisation in the Chinese Overwatch Game Community: Conflicts about the Information Transmission

Game Localisation,
Fan Localisation,
Fan Community,
Social Media

PDF

Yeonhee Cho, Michele Newman, Lidia Morris, Lane D. Koughan, Jason Yip and Jin Ha Lee

Gender Differences in Ethical Stances for Playing AR Games: The Case of Pokémon GO

Pokémon GO,
Location-based Augmented Reality Game,
Gender Differences,
Ethical Perceptions,
Game Actions

PDF

Thomas Apperley and Ana Valeria Rodriguez

Latina sex workers on Twitch: Between pleasure, work, vulnerability and marginalization

Bodies,
Erotic Labor,
Latin America,
Livestreams,
Online sex work,
Twitch,
Women

PDF

Isabella Aura, Simo Järvelä, Lobna Hassan and Juho Hamari

Gamified city for 6th graders: The effect of gameful experience on students’ 21st century readiness in Finland

gameful experience,
21st century skills,
learning environment,
gamification

PDF

Nansong Zhou

Chinese Game Industry in the Media Globalization: the Tension between Nationalism and Digital Drug Discourse in the 1990s-2000s

Game industry,
Game industry history,
Chinese Game Industry

PDF

Yaewon Jin and Matè Adamkovič

Scoping Review of South Korean Esports Research and Comparison to the Stakeholder Perception

esports,
competitive gaming,
interdisciplinary,
literature review,
scoping review

PDF

Samson Tang

“Yes, I Cheat, but Not Blatantly”: The Use of Macros in Racing Games as Transgressive Play

cheating,
emulators,
macros,
QQ Speed,
racing games,
Speed Drifters,
transgressive play

PDF

Pieter Van den Heede

‘Died on First Try, 10/10 Would Recommend LMAO’: Studying the Appreciation of Historical Digital Games about WWII via Text Mining Methods

Historical digital games,
World War II,
Player appreciation,
Text mining,
Steam

PDF

Janine Bower

“Constellations” of Vocal Expression: A Time Traveler’s Examination of Vocal Performance in Assassin’s Creed: Origins

constellations,
voice acting,
vocal performance,
historical narrative,
video games,
social context,
media studies,
authenticity,
perception,
time travel,
Assassin’s Creed,
Assassin’s Creed: Origins (2017)

PDF

Vincenzo Idone Cassone

From Play to Playces: the representation of contexts of play in Japanese games and popular media. Introduction

Space,
Contexts of play,
Japan,
Yakuza,
Shenmue,
arcades,
Hi-score girl,
boundaries of play

PDF

Mathias Kofoed-Ottesen

Discovering a Threshold: a Novel Approach to the Ontology of VR

virtual reality,
phenomenology,
metaphysics,
ontology,
virtual realism

PDF

Nick Taylor and Matilda Ståhl

Gender and resilience in esports

gender,
esports,
competitive gaming,
qualitative,
games industry

PDF

Madhuri Sasupilli and Prasad Bokil

Knowledge Representation Schema of the Gameplay

Gameplay,
Game State,
Winning State,
Competition,
Conflict

PDF

Hélène Sellier and Aurélie Huz

Functions and powers of barks in video games: reclaiming the margins of video games narrativity

Narrative Design,
Research-creation,
Formalist analysis,
Dialogues,
Barks

PDF

James Manning

Super Memory Makers: Livestreaming and/as videogame play archives

livestreaming,
archives,
play cultures,
hegemony of play,
Super Mario Maker

PDF

Pablo Romero-Medina and Júlia Vilasís-Pamos

Alt-right and Video Games: A Literature Review

“Gamer identity”,
“gaming culture”,
“alt-right”,
masculinities.

PDF

Mario Barranco

Xeno-ludens: deformativism and playful estrangement

Deformative criticism,
playfulness,
estrangement,
Deleuze

PDF

Maxwell Foxman, Onder Can, Andrew Wilson, Amanda Cote, Brandon C. Harris, Md Waseq Ur Rahman, Jared Hansen and Tara Fickle

Facilitating Collegiate Esports: Limiting and Legitimizing Competitive Gaming

Collegiate esports,
esports,
facilities,
infrastructure,
in-depth interviews

PDF

Michael Iantorno and Marie LeBlanc Flanagan

If You Don't Like the Game, Change the Rules: Unions and Co-operatives in the Canadian Game Industry

game industry,
labour,
unions,
worker co-operatives,
Canada

PDF

Kwok Ng, Raine Koskimaa, Veli-Matti Karhulahti, Miikka Sokka, Pauliina Husu, Sami Kokko and Pasi Koski

Finnish young adolescents’ digital gaming and physical activity behaviour

sport simulations,
children,
first person shooter,
sport club,
survey,
gender,
esports

PDF

Eduardo Luersen

Every Cloud Has a Silver Lining: Through the Cracks of Cloud Gaming Infrastructure

Cloud gaming,
Media infrastructure studies,
Energy futures,
Gaming-as-a-service,
Platform economy

PDF

Miia Siutila and Maria Ruotsalainen

Examining the Cultures of Discipline in Overwatch and League of Legends Esports

Esports,
League of Legends,
Overwatch,
Discipline,
Thematic analysis

PDF

Dalila Martins, Nelson Zagalo and Ana Patrícia Oliveira

Motivation and flow experience as crucial factors in the completion of narrative games

video games,
narrative games,
conclusion,
flow experience,
motivation

PDF

Yasheng She

Finding the Post-Postwar Japan in Death Stranding's Sublime Ruins

the sublime,
Death Stranding,
post-postwar Japan

PDF

Sophie Bémelmans, Pierre-Yves Hurel and Yannick Rochat

Leisure electronics as a cultural context for the emergence of the Swiss video game

game history,
local history,
sociohistory

PDF

Harrison Charles

A New Home for Porn: Adult Video Games and the Necessity of Independent Platforms

adult video games,
sexual content,
platforms,
history,
ratings,
crowdfunding

PDF

Ashley Ml Guajardo and Nina Feng

League of Learning: A Study of Classroom Intervention Effectiveness

games and education,
toxic behavior,
large class size,
teaching,
pedagogy,
behavioral intervention

PDF

Kati Alha

The Wild West of Mobile Game Advertising

mobile games,
misleading advertising,
false advertisements,
fake ads

PDF

Alan Meades, Kieran Nolan and Alex Wade

Regional Histories of the UK and Ireland’s Arcade Coin-Op Industry

UK,
Ireland,
Coin-Op,
Arcade,
Videogames,
Local Game Histories,
Regional

PDF

Cláudia Ortet, Ana Veloso and Liliana Costa

Evaluation of Gamification Strategies’ Impact in the Information and Communication Services of Cyclotourism for Senior Citizens

Active and Healthy Ageing,
Cyclotourism,
Gamification,
Sustainability

PDF

Maria O'Brien

A SURVEY OF THE IRISH GAMES INDUSTRY & THE ETHICS OF POLICY RESEARCH

Irish games industry,
industry survey,
ethical research,
policy research,
policy practice

PDF

Gerald Farca

Ecology and the Post Apocalypse: Regenerative Play in the Metro Series

utopia,
dystopia,
regenerative play,
Metro 2033,
Metro: Exodus,
ecology

PDF

Haron Walliander and Tapani Joelsson

Perceived Finnishess amongst four player groups through UnReal World

Player-base research,
qualitative research,
cultural representation,
Finnishness,
survival games

PDF

Souvik Mukherjee

Huizinga’s Lila: Game Studies and Indian Concepts of Play

Huizinga,
lila,
game concepts,
performance,
India,
ritual,
orientalism

PDF

Brendan Keogh

Articulating the Field of Videogame Production

development,
labour,
professionalism,
gamemaking,
cultural production,
industrialization,
field theory,
identity

PDF

Leon Y Xiao

What’s a Mini-Game? The Anatomy of Fishing Mini-Games

Mini-games,
Mini games,
Fishing,
Game analysis,
Video games,
Videogaming

PDF

Krista Bonello Rutter Giappone, Daniel Vella, Aphrodite Andreou, Emmanouela Marla, Naomi Cutajar, Ioannis Brellas, Lara Caruana Montaldo and Renata Ntelia

Valletta: Streets of History: Documenting the Process of Developing a Location-Based Game in the area of Maltese History and Culture

Historical games,
game design,
detective fiction,
Maltese history,
AR,
educational games,
cultural heritage

PDF

Masanori Fukui, Masakatsu Kuroda and Hiroaki Ohdachi

Relationship between Motives for Gaming and Playing Gacha among University Students

gacha,
motives for doing gacha,
lootbox,
motives for using games,
gambling

PDF

Stuart Anderson and Darshana Jayemanne

Finding the GaaP - Data, Dashboards, and Independent Games

platforms,
Steam,
data analytics,
independent games

PDF

Merlin Seller

Trans Tissue: If Found…’s (2020) Dehiscence, Liminality and Decreation

Trans Game Studies,
Transness,
Erasure,
Decreation,
Phenomenology,
Aesthetics

PDF

Carina Assuncao

Esports in Europe: How is gender diversity experienced in Overwatch esports communities in Portugal and the UK?

Esports,
gender,
diversity,
European

PDF

Damian Gałuszka

Silver gaming in Poland. The margin or the future of the gaming industry?

silver gaming,
older citizens,
gaming culture,
sociology

PDF

Solip Park, Nick Ballou, Maarten Denoo, Eva Grosemans, Elena Petrovskaya, Yaewon Jin and Leon Y. Xiao

Learnings from the case Maple Refugee: A story of free-to-play, probability, and gamer consumer activism

Player activism,
Player revolt,
South Korea,
Free to play,
Truckmeta,
Truck protest

PDF

Marcelo Vasconcellos, Fabio Gouveia, Flavia Carvalho, Cynthia Dias and Fernando Kleiman

Faraway, So Close! Co-citation analysis of sources cited by Gaming & Simulation journal

bibliometrics,
thematic clusters,
simulation and gaming,
simulation

PDF

Amanda Cote, Md Waseq Ur Rahman, Maxwell Foxman, Andrew Wilson, Shane L. Burrell Jr., Brandon C. Harris, Onder Can, Jared C. Hansen and Tara Fickle

The Fandom Frontier: Understanding the Limitless(?) Potential of Collegiate Esports Fans

Collegiate esports,
fans,
survey,
in-depth interviews,
mixed methods

PDF

Andrea Piano

Remediation and Refunctionalization of Natural Spaces in Videogames: Perspectives, Patterns, and Impact on Society

ecogames,
collective imagination,
imaginary,
sustainability

PDF

Alex Custodio

Modding Leisure: Content Creation in Animal Crossing: New Horizons

content creation,
hacking,
modding,
participatory culture,
social media

PDF

Aleena Chia and Maxwell Foxman

Producing the Post-Gamer:  Game Engines as Tools for Ideological Expansion

game engines,
game production,
game making tools,
gamer identity

PDF

Leonor Jungstedt, Tarcízio Macedo, Alessandra Maia, Luis Gomes, Lucas Roberto da Silva, Polyana Barboza, Dalby Hubert and Maria Sirleidy Cordeiro

National Identity in the Brazilian Gaming Community on Twitter: Esports Tournaments During the 2022 Elections

Esports,
National identity,
Brazil,
Twitter,
Gaming community,
2022 elections

PDF

Thomas Apperley

Lad mags and Anti-feminist Irony in the Formation of Gaming Culture

Anti-feminism,
Irony,
Lad Mags,
Masculinity,
Misogyny,
Post-feminism

PDF

Leland Masek

Criticizing Caillois: Examining How Players Perceive Rules in Play and Games.

Rules,
Playfulness,
Caillois

PDF

Alba Torrebejano Osorio

Could an AI design a larp? Processes and applications

larp,
AI,
prompt,
game design,
convergence culture,
interactive narration,
chatGPT

PDF

Josh Aaron Miller

The Player-Learner Experience: A Comparison of Game Masters and Pedagogical Practices

roleplaying games,
game mastering,
pedagogical principles,
design principles,
interaction design

PDF

Gabriel Elvery

[Extended Abstract] Let’s Play with Academia: Overcoming The Limits of The Zoom Classroom via Video Game Streaming

teaching,
education,
parasocial interaction,
pedagogy,
Let’s Play,
distance learning

PDF

Katherine Cross

“Silent and Slow”: The Dark Dreams of Content Moderators

content moderators,
data labelers,
grounded theory,
online harassment

PDF

Juan Francisco Belmonte Avila

Meaningful Blehs and Rabbid Gwahs: Identity Representation Through Non-Human Noise and Words

Non-human,
Noise,
Sound,
Identity,
Language

PDF

Pablo Nolla Michel

Gamers at War: The Relationship Between Military and Esports

military,
videogames,
esports,
simulation,
war,
technoculture,
military-entertainment complex

PDF

Jianwei Su, Di Wu, Lichao Xiu and Guoming Yu

Leaping off the screen: can the empathetic potential of avatars be improved by entering simulated real space? — EEG-based experimental evidence

avatars,
empathy,
EEG,
space

PDF

Kathryn Whitlock

Staying with the Glitch: The Queerness of Temporal Disruption in Animal Gameplay

Temporality,
Glitches,
Hegemony of Play,
Queerness,
Animal Gameplay

PDF

Alesha Serada

A Garden of One’s Own: Reclaiming Agency at a Free-to-Play Playground

game space,
free-to-play,
spatiality,
virtual land,
visual analysis

PDF

Teresa de la Hera, Laura Cañete Sanz, Nuria Navarro Sierra, Jeroen Jansz, Julia Kneer, René Glas and Jasper van Vught

Digital literacy games: A systematic literature review

digital literacy games,
educational games,
serious games,
systematic literature review,
digital literacy

PDF

Frans Mäyrä

Demonic Games: Demonic Figures and Functions in Contemporary Digital Games

horror,
demons,
demonic,
digital games,
theory,
interpretation,
history

PDF

Johanna Brewer

Coming Out While Going Fast: Queer Conviviality in Speedrunning Live Streams

speedrunning,
live streaming,
video games,
conviviality,
queer temporality,
queer mobility,
grassroots activism,
representation,
gender,
sexuality

PDF

Norbert Krek

Genre Awareness and Nostalgia: Textual Aspects of Role-Playing in Black Geyser: Couriers of Darkness

nostalgia,
isometric role-playing games,
genre,
textuality,
Black Geyser: Couriers of Darkness,
Infinity Engine

PDF

Diego Andrés Mejía-Alandia

Kosmonaut’s log: Field notes on the politics of nostalgia in ludic representations of Soviet space exploration

Nostalgia,
Gaming,
Post-Soviet,
Popular Culture,
Utopia,
Space Nostalgia

PDF

Isha Bihari and Debashis Pattanaik

The Indian Esports Scene- A Demographic Cluster Analysis

Esports,
India,
Pro-gaming,
Pro-gamers,
Digital Labor,
Precarity

PDF

Alexandra Samper Martínez, Beatriz Legeren-Lago and Diana Moisés Toro

Designing Games in the Margin: Queer and Intersectional Feminist Meanings of Gender Perspective in Videogames Design

queerness,
intersectional feminism,
gender perspective,
game design,
qualitative data analysis

PDF

Marta Fernández Ruiz, Carles Sora-Domenjó, José Miguel Tomasena and Antoni Roig Telo

Playful learning and design futures to enhance urban civic competences through a card game and Minecraft

Playful learning,
Design futures,
Co-creation,
Urbanism,
Minecraft

PDF

Maria O'Brien

STATE AIDS FOR DIGITAL GAMES IN THE EUROPEAN UNION: A SYMBIOTIC OR PARASITIC RELATIONSHIP?

Digital games policy,
nation-state,
spatialization,
European Union policy,
tax credits

PDF

Eleonora Imbierowicz

Frostpunk: Lessons from Contemporary Polish History

Frostpunk,
history,
religion,
biopolitics,
Polish People's Republic,
Poland,
authoritarian state,
procedural rhetorics

PDF

Gerald Farca

Farming a Cosy Utopia:  A Regenerative Escape to Simpler Times

Farming games,
Utopia,
regenerative play,
player response theory,
cultural ecology,
ecocriticism

PDF

Jaakko Väkevä

Exploring Transformative Aesthetic Experiences in Videogames

player experience,
aesthetics,
transformative experience,
transformation,
reflection,
empirical aesthetics,
autoethnography

PDF

Robin Longobardi Zingarelli

Subtle presence and (dis)identification:  transmasculinity in narrative video games

Transmasculine,
video game representations,
transgender,
trans studies,
film and media studies,
autoethnography,
narrative design analysis

PDF

Stephen Schuetz

Bending Games: Why and how do gaymers produce porn?

LGBTQI+,
queer studies,
digital games,
gaymers,
modders,
machinima,
gay gamers

PDF

Emma Reay

Grief in Mobile Games

Mobile games,
Grief,
Death,
Bereavement,
Ludonarrative dissonance,
Close reading

PDF

Agata Zarzycka

The Womb as a Sphere of Biopolitical Liminality in Video Games

biopolitics,
womb,
liminality,
video games

PDF

Maya Geudens

What Works For Me:  A content analysis of a problem gamer community on Reddit

gaming disorder,
problematic gaming,
prevention,
reddit,
grounded theory

PDF

Víctor Navarro-Remesal, Beatriz Pérez Zapata, Ignacio Bergillos and Mateo Terrasa-Torres

“Air Time!”: Balconing Simulator 2020 and criticism of junk tourism in Spain

satire,
fumblecore,
tourism,
participation,
social criticism

PDF

Tom Brock

Ontology and interdisciplinary research in esports

Ontology,
Epistemology,
Interdisciplinarity,
Esports

PDF

Jan Švelch

Prestige or Promotion: Industrial Reflexivity and Political Economy of The Game Awards

industrial reflexivity,
video game,
arts awards,
promotion,
marketing,
game industry

PDF

Curtis Maughan

From the Walking Sim to the Watch_Dog and Beyond: Walter Benjamin’s Flânerie in the Age of the metaverse

digital flânerie,
Walter Benjamin,
surveillance,
open world,
walking simulator,
metaverse

PDF

Zach Mason, David Green, Joseph Lindley and Paul Coulton

Improving Digital Accessibility Through Audio-Game Co-Design

Accessibility,
Audio-Only,
Co-Design,
Inclusion,
Visual Impairment

PDF

Braxton Soderman

Play Value, Gameplay, and Immersion in the Early Videogame Industry

Play Value,
Flow,
Immersion,
Gameplay,
Game mechanics,
Game History,
Atari,
Video game Industry,
Game Design,
Toys,
Toy Industry

PDF

Jordan Ashworson

Practical skill and reasoning in broken games played swiftly: A case study of how glitches are used to speedrun The Legend of Zelda: A Link to the Past

ethnomethodology,
unique adequacy,
skill,
expertise,
reasoning,
speedruns,
speedrunning,
speedrunners,
glitch,
glitches,
Zelda

PDF

Solip Park

To Become a Cultural Fit, or To Leave? Game Industry Expatriates and the Issue of Migration and Inclusivity

Game Developers,
Game Work,
Game Expats,
Migration,
Occupational Community,
Game Development Culture

PDF

Chaoguang Wang

Development of a Player Model for Persuasive Game Design

persuasive games,
personality,
player modeling

PDF

Daniel Gardner and Shanley Corvite

First Impressions: Effects of Representation on Video Game Covers

Representation in games,
paratext,
player experience,
player perspectives

PDF

Alex Wade, Maria Garda, Ivo Furman, Mirek Filiczak and Maryja Supa

A Co-operative Study of Transnational European Histories of Videogames

European game histories,
Grassroots computing,
Women in computing,
Liminality,
Co-operation on Science and Technology

PDF

Júlia Vilasís-Pamos and Pablo Romero-Medina

Gamer Identity, Masculinities, and Feminities. An Analysis of Teenagers' Perception of Gamer Identity

Gamer identity,
Masculinities,
Feminities,
Social class,
Gaming culture,
Teenagers

PDF

Cynde Moya, Melanie Swalwell, Helen Stuckey and Denise de Vries

Preserving and Emulating Australian Made Videogames of the 1990s

videogames,
Emulation-as-a-Service Infrastructure,
EaaSI,
software preservation,
emulation,
Australia,
disk imaging

PDF

Shruti Agrawal

Player Effort and Experiences: Perspectives on Game Dynamics

Effort,
dynamics,
player experiences,
research methods

PDF

Agata Waszkiewicz

Selfies in Interface Games: Intimacy, Consent, and the Voyeur Player

selfies,
intimacy,
consent,
interface games,
the voyeuristic player

PDF

Kristian Bjørkelo

Insult swordfighting: Gendered, Competetive, and Transgressive Communication in Gaming Culture

Folklore,
Flyting,
Dozens,
Toxicity,
harassment,
trash talk

PDF

Veli-Matti Karhulahti and Espen Aarseth

A Typology of Videogame Rewards

Classification,
Models,
Structures,
Theory

PDF

Marcelo Vasconcellos, Flávia Garcia de Carvalho, Cláudio Rodrigues, Alexandre Werner and Matheus Prestes

Beyond Mad Scientists and Distracted Geniuses: images of the Science and Scientists in Prey

science communication,
game analysis,
portrayals of science

PDF

Zihan Feng

Learning Cultural Heritage through Emergent In-game Dialogues

serious game,
cultural heritage,
emergent narrative,
game dialogue

PDF

Rilla Khaled and Pippin Barr

A Method for Design Materialization: Accountable Game Design Research

game design research,
design research,
research through design

PDF

Maarten Denoo, Elena Petrovskaya and Steven Malliet

Developer dialogues: A study of videogame creators to understand the potential for industry self-regulation of monetization

Monetization,
Gambling,
Ethics,
Interviews,
Game production

PDF

Benjamin Nicoll

Enjoyment in the Anthropocene: The Extimacy of Ecological Catastrophe in Donut County

capitalism,
climate change,
death drive,
jouissance,
Lacan,
psychoanalysis

PDF

Antonia Hargreaves and Mary Anne Argo

Game Studies in Latin America: Reflexions about a growing field and gamer/player counter hegemonic identities

Game Studies,
Videogames,
Tabletop role-playing games,
Gamer identity,
player identity,
Latin America

PDF

Malay Dhamelia and Girish Dalvi

Designerly Ways of Analysing Gameplay and Player Experiences

Game Design Research,
Methodology,
Player Experience,
Player as Designer,
Abstract Strategy Board Games,
Applied ludology,
Perspectives,
Analog Games

PDF

Mikael Jakobsson and Richard Eberhardt

Invisible at the Edge: Playing with the Geoglyphs of Occupation in Anglo-America

Board games,
maps,
postcolonialism,
settler colonialism,
political geography,
critical historiography

PDF

Jaroslav Švelch and Jan Houška

Czech appeal: Use of local themes and settings by a national game industry

game production studies,
local games,
cultural heritage,
national identity,
Czech Republic,
Central and Eastern Europe,
indie games

PDF

Jeffrey Wimmer, Antonia Wurm and Tomas Novy

As Independent as possible or as necessary? The different context layers of being an indie developer

Indie Games,
Game Development,
Qualitative Survey,
Professional Identity

PDF

Sofia Abatangelo

Subtle Playability: Orienting Players’ Actions Beyond the Threat of Failure

Playability,
Walking simulators,
Notgames,
Art games

PDF

Feng Zhu

Beyond the analysis from neoliberal subjectification? The accelerationist short-circuiting of gaming pleasure in Total War: Warhammer II & III

Neoliberalism,
neoliberal subjectivity,
Foucault,
accelerationism,
pleasure

PDF

Nikita Stulikov

A Criticism of Computer Game “Ontological Models”

game ontology,
game meta-ontology,
ontology,
meta-ontology,
methodology,
critique,
model-building

PDF

David Antognoli and Joshua Fisher

A Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces and Processes

game design,
archaeogaming,
loading screens,
game user experience design

PDF

Rebecca Käpernick

Postapocalyptic Margins, Motherhood and Feminist Identity in Naughty Dogs The Last of Us Part II

identity construction,
representation,
gender,
feminism,
post-apocalypse

PDF

Melissa Kagen and Jennifer Minnen

The Cozy and the Strange in Strange Horticulture

Plant studies,
eco-criticism,
cozy games,
collecting,
strange

PDF

Annakaisa Kultima and Jaakko Stenros

My Game History: Teaching Against Hegemonic Game History

game history,
hegemony of play,
play history,
game education,
play,
toy,
games,
game exhibition,
game museum

PDF

Rob Gallagher

Breaking Character: Contesting Marginalisation through Critical Bricolage

Character design,
artgames,
bricolage,
agency,
gender and sexuality

PDF

Rob Gallagher

Merely Marginal? Gaming Culture and Reactionary Ideology

gamer culture,
GamerGate,
radicalisation,
politics,
artgames

PDF

Josh Jarrett and David Murphy

Genealogy of a Hate Raid

Raiding,
Hate Raid,
livestreaming,
platform studies,
MUDS,
MMORPG,
Discord,
Twitch

PDF

Yukun You and Faltin Karlsen

Gamification and undesign: exploring the affordances of digital detox apps with game features

gamification,
undesign,
affordances,
digital detox,
smartphone apps

PDF

Antonio Cesar Moreno-Cantano and Salvador Gómez

Fursan Al-Aqsa: An Analysis of Moral Disengagement in the discursive strategies of a Pro-Palestine Video Game

Moral Disengagement,
Digital Games,
Persuasive Games,
Israeli-Palestinian conflict,
Radicalization,
Propaganda

PDF

François-Xavier Surinx

For an Understanding of Video Games Genres through the Discourse of Players

rhetoric,
semiotics,
video game genres,
reception,
discourse analysis

PDF

Zsófia Orosz-Réti

Spatiality and the Power of Simulation in Covideo games

spatiality,
agency,
cultural trauma,
Jamming the Curve,
pandemic

PDF

Kevin Wong

Antiquity for Sale: The Classical as Commodified Discourse in Game Development

classics,
history,
humanities,
antiquity,
reception,
game development,
interview,
game engine,
game asset,
music,
commodity,
commercial,
Final Fantasy,
new materialism,
actor-network theory,
narratology,
ontology

PDF

Karim Sipala

The innate multiplicity of Game Worlds: Emersive effects in Dark Souls 2 and Nier: Automata

Emersion,
Defamiliarization,
Literary Theory,
Russian Formalism,
Viktor Shklovsky

PDF

Olli Tapio Leino and Sebastian Möring

Game Worlds at the Limits and Margins of Games

Ludology,
games,
existential ludology,
computer games,
worlds

PDF

Kübra Aksay

Dear Diary...": An Analysis of Recordings in Video Games

Intermediality,
metatextuality,
narrative,
repeatability,
seriality

PDF

Haryo Pambuko Jiwandono

Digital Cycling Club: Gamification of Cycling in post Covid-19 Pandemic

Gamification,
Cycling,
Digital mobility,
OSFN,
Digital Ethnography

PDF

Alexander Vandewalle

Museums of Myth and Mechanics of Mythography in Mythological Video Games

mythology,
museum,
antiquity,
heritage,
mythography

PDF

Ágnes Karolina Bakk and Bendegúz Szatmári

Fact and Fiction in Video Games: How much fiction is needed for good design?

PC game,
video game,
reality construction,
history,
fictionalization

PDF

Filip Hauer

Allegorithmic Politics of Game Exchange – Subversion, Ideology, and Capitalism in Strategy Game

Game Exchange,
Marxism,
Ideology,
Allegorithms,
Game Markets,
Game Labour,
Speculative Strategies,
Civilization,
Age of Empires

PDF

Mateusz Felczak

Let’s Play Evangelization. Digital Televangelism and the "A Plague Tale" Series

religion,
let's play,
televangelism,
hermeneutics,
YouTube

PDF

Matilda Ståhl, Maria Ruotsalainen, Usva Friman and Fredrik Rusk

Extended abstract: Exploring constructions of situated esports aesthetics within and outside gameplay in a Nordic context

esports,
competitive gaming,
CS:GO,
visual ethnography,
aesthetics

PDF

Francisco Regalado, Ana Isabel Veloso and Carlos Santos

The Impact of Social Digital Games in Online Communities on Older adults’ Digital Competences

social digital games,
older adults,
online communities,
digital competences,
miOne

PDF

Anh-Thu Nguyen

Tourism in Video Games: Experiences in Digital Worlds

travel,
tourism,
exploration,
Japan

PDF

Tereza Fousek Krobova

We can do it, can we? Experiences of women in the Czech Video Game Industry

Games industry,
Czech Republic,
Women,
Sexism

PDF

Karoliina Koskinen and Jaakko Suominen

The Petsamo Board Game (1931) and Everyday Game Culture in Finland in the Interwar Period

board games,
game history,
racing games,
cultural colonialism

PDF

Riccardo Fassone and Giaime Alonge

Corteo and political play in late 1970s Italy

Local history,
oral history,
wargames,
political activism

PDF

Rebeca Mendes, Ana Veloso and Ana Torres

A digital game-based model proposal for mental health promotion.

Young Adults,
Digital Game,
Mental Health,
Intervention Model

PDF

Annie Harrisson

Let Us Play Oregon Trail: Origin Stories and Gaming Capital around the First Let’s Plays

Let's play,
Gaming capital,
Gaming culture,
Origin story,
History

PDF

Soomin Hong

Theorizing Digital Games: Play Theories & New Materialism

Play Theory,
New Materialism,
Digital Games

PDF

Mark R Johnson

Time and Temporality in Game Streaming on Twitch

Twitch,
Live streaming,
Australia,
Time,
Content creation,
Fandom

PDF

Bettina Bódi

Soothing Affect or Neoliberal Indoctrination? Cozy Games and Agency

agency,
cozy games,
cuteness,
gardening,
lifestyle media,
neoliberalism

PDF

Nele Van de Mosselaer

Perceiving Across Gameworld Boundaries: Actual, Fictional, and Imaginative Perceptions

perception,
imagination,
fiction,
metafiction,
avatar,
virtual subject

PDF

Anh-Thu Nguyen

Travel and Exploration in Elden Ring and Genshin Impact as an Essential Game Experience

open-world,
travel,
exploration,
time,
rewards

PDF

Chien Lu, Giacomo Lauritano, Timo Nummenmaa and Jaakko Peltonen

Human-Environment Relationships in Alba: A Typological Analysis of Player Engagement in Steam Reviews

Human-environment Relationship,
Player Engagement,
Topic Modeling

PDF

Fraser Allison, Bjorn Nansen and Martin Gibbs

Social Acceptability of Location-Based Games in Cemeteries

Location-based games,
Cemeteries,
Social acceptance

PDF

Beatriz Blanco

Between girl power and platforms’ power: an analysis of the Brazilian feminist streamers’ communication strategies

streamers,
gender,
feminism,
platforms,
labor

PDF

Justyna Janik

Materially Random Stories: Randomness and Narrative as Material Structures in Digital Games

randomness,
Karen Barad,
uncertainty,
narrative experience,
materiality

PDF

Melissa Kagen

Role Playing as Your Happier Self: Self-help Games as Female-Coded “Leisure”

Feminism,
card games,
analog game studies,
RPG,
self-help

PDF

José Carlos Piñero Charlo, María Del Carmen Canto López, Malena Manchado Porras and Rocío Noriega Bustelo

Gami-Math: Educational Escape Rooms as learning environments, an optimal tool for horizontal mathematization and curricular integration

math anxiety,
curricular integration,
didactic knowledge,
mathematic knowledge,
teacher instruction

PDF

Keita Moore and Joleen Blom

Playable, Portable, Pretty: Gender in Nintendo DS Lifestyle Software

Nintendo DS,
Lifestyle software,
Productive play,
Japanese femininity

PDF

Christine H. Tran

Pink-Collar Playbour: The Digital Housework of Video Game Livestreaming

Twitch,
livestreaming,
gender,
race,
labour,
domesticity,
platformization,
feminist game studies

PDF

Sarah Christina Ganzon

#OtomeArmada: Otome Games, Networks and Deterritorialization

Otome games,
player studies,
fan translations,
game creation,
distribution,
networks,
women in games

PDF

Larissa Wild

A Diachronic Look at the Swiss Game Developers Community

Swiss games,
game history,
early game design communities,
Swiss game design,
Swiss game developer communities

PDF

Paolo D'Indinosante

Love Letters to India?: Adapting Colonial Fiction in The Secret Games Company’s Kim

Rudyard Kipling,
NPCs,
adaptation,
colonialism,
imperialism,
orientalism

PDF

Carolin Becklas

Sinking Strangers No More: Playing “Climate Refugees” in Video Games

climate mobilities,
refugees,
climate change,
apocalypse,
future imaginaries

PDF

Lidia Morris

On the Preservation of the Experience of Play in an MMORPG Environment: Livestreams and the Game Preservation Conundrum

game preservation,
game culture,
gamer culture,
livestreaming,
mmorpgs,
digital preservation

PDF

Leandro Lima

Intersectional Masculinities in Mass Effect

masculinity,
mass effect,
intersectionality,
queer,
representation,
race

PDF

Ville Malinen

Individuals, representatives, and racers – The images of F1 and F1 Esports Series drivers on Instagram

Esports,
Formula One,
Stardom,
Instagram

PDF

Alexandre Infanti, Carlos Valls-Serrano, José César Perales, Claus Vögele and Joël Billieux

The Dualistic Model of passion in the scope of  problematic gaming

gaming disorder,
obsessive passion,
harmonious passion,
impulsivity,
gaming motivations

PDF

Elisa Budian

„Keep politics out of (my) video games”   Analysis of a gaming controversy

Politics,
discourse,
values

PDF

Lobna Hassan, Henrietta Jyhlä, Max Sjöblom and Juho Hamari

Why do people use VR (games)? A study of continued use and spending

Virtual Reality,
Metaverse,
VR games,
technology acceptance,
continued use,
player experience,
SEM analysis

PDF

Lauri Lukka

The user-centered design of  game-based digital mental health interventions

development processes,
game development,
healthcare,
mental health,
psychology,
psychiatry,
user-centered design,
serious games

PDF

Kevin Garvey

Live streamer Paracommunity on Twitch and Discord

livestreaming,
parasocial relationships,
playbour,
paracommunity

PDF

Benjamin Viney

Pervasive Larps at Scale: Design Challenges of a Novel Work

pervasive game,
larp,
immersive experience,
game mastering

PDF

James Coltrain

The Midnight Ride of Paul Revere: Balancing Accuracy, Fun, and Tone in Educational Games

games,
serious,
historical,
virtual reality,
VR,
Paul Revere,
Grant Wood

PDF

Emma Westecott, Cindy Poremba and Kate Hartman

Bodies in Play

feminist game studies,
feminist methods,
play-as-method,
game jams,
research-creation,
play

PDF

Petri Lankoski and Tanja Välisalo

Pornographic Games on Steam: Genres, Modes, and Milieus

Steam,
pornography,
porn games

PDF

Alan Meades

Exploring an Arcade in an Arcade Cabinet:  Social History Research, Exhibition, and Interactive Environments

Amusement Arcades,
Local History,
Game History,
Great Britain,
Exhibition,
Practice-based Research,
Digital Twins,
Interactive Environment,
Arcade videogames

PDF

Lawrence May

Building and rebuilding the Anthropocene in Cities: Skylines

city-building games,
ecocriticism,
Anthropocene,
power,
Eugene Thacker

PDF

Merav Hayak

A systematic literature review of teachers’ role in using game-based learning

Digital game-based learning,
teachers' role,
professional skills,
teachers’ professional development

PDF

Pawel Frelik

New Old Worlds: Ecology in Planetary Colonization Games

capitalism,
climate,
colonization,
politics,
science fiction,
speculative

PDF

J. Patrick Williams and Vinh Trinh Luu

Problems anchoring and verifying identities in an emerging esports ecosystem

esports,
esports ecosystem,
identity verification,
identity theory,
player identities

PDF

Enrique Perez

Beyond the old game design: a new design paradigm in Game Studies through C-K Theory

game design,
C-K theory,
design theory,
MDA,
generativity,
design ontology,
problem-solving,
reflection-in-action

PDF

Teresa de la Hera, Deborah Castro and Salvador Gómez

Players’ perceptions of Andalusian cultural heritage representations in the digital game Blasphemous

players perceptions,
cultural heritage representations,
historical accuracy,
interviews

PDF

Jan Stasieńko, Ewa Wojtyna, Sławomir Nikiel, Wojciech Bieroński, Justyna Szklarska and Anna Anzulewicz

Serious Narrative Microgames as a Remedy for Gamification Limitations. The Case of the Platform for Making Games for Mobile CBT Therapies

digital therapeutics,
mental e-health,
mobile applications,
serious games,
cognitive behavioral therapy (CBT)

PDF

Emma Westecott, Fusun Uzun and Katherine Micak

Connections: An intergenerational feminist game art timeline

feminist game art,
art histories,
intergenerational,
artist interviews,
feminist timeline

PDF

Doug Stark

Graceful Gaming: Aesthetics, Automation, Habit

grace,
aesthetics,
habit,
automation,
flow,
posthumanism

PDF

Rune Klevjer

Virtual Game Spaces and Diegetic Fictionality

diegesis,
narrative,
narratology,
fiction,
characters,
virtuality

PDF

John Banks

“Don’t be a Dick”: Playing Magic Commander at a Local Games Store & the Work of Inclusivity.

board games cultures,
games industry,
diversity and inclusion.

PDF

Ben Scholl, Maria Sommers, Philippa Adams, Alberto Lusoli and Wendy Hui Kyong Chun

“Smurfing is a pretty common problem”: Toward a performative conception of toxicity 

Toxicity,
performance,
MOGs,
cultural probes

PDF

Benjamin Nicoll

Suffocated by Surplus Enjoyment: A Psychoanalysis of "Gamer Rage"

anger,
affect,
jouissance,
Lacan,
unconscious,
death drive,
failure

PDF

Johnathan Harrington

Meet Up for a Board Game?  How Socialisation, Access, and Language Influence Community Formation

Board games,
meetup,
community,
language,
crowdfunding,
game access,
hobbyist,
kickstarter

PDF

Bernard Perron and Jean-Charles Ray

What lurks in the margins: the ill-known short horror video games

horror video games,
survival horror,
microhorror,
short games,
film,
theater

PDF

Annakaisa Kultima, Riina Ojanen and Niklas Nylund

Uncovering the (Hidden) Co-Creativity: Ethnographic Streaming for a Game Design Praxiology Research Project

streaming,
Noita,
indie games,
Twitch,
game development

PDF

Eleonora Imbierowicz

Humanist Delusion in Games

humanism,
humanist delusion,
posthumanism,
anthropocentrism,
speciesism,
animals,
nature

PDF

Filip Jankowski

Digital Games and the Category of Auteur: A Re-Evaluation and Perspectives

auteur theory,
digital games,
game design,
Meg Jayanth,
game developers

PDF

Kazuki Okuno, Masanori Fukui, Hiroaki Ohdachi, Masakatsu Kuroda and Yuji Sasaki

An Examination of Gender Differences in Happiness Perceived by Japanese University Students in Games

gender differences,
happiness,
well-being,
university students,
covalent network

PDF

Alex Leith, Maxwell Foxman, Mary Onuche, Rabindra Ratan and Chaeyun Lim

Mixed Feelings and Realities: Joyful to Nauseating Sentiments about VR on Twitter

virtual reality,
Twitter,
emotion,
affordances,
limitations

PDF

Michele Newman and Jin Ha Lee

“Accidental Archivists:” YouTube Gameplay Content and Game Preservation

game preservation,
YouTube,
Twitch,
content creators,
gameplay,
player experience,
fan-creators

PDF

Lindsay Grace

On Field Colonization, Intersections and Marginalized Game (extended abstract)

Game studies,
game research,
decolonizing game studies,
diversity

PDF

Luciana Lima, Camila Pinto, Terhi Martilla and Patrícia Gouveia

Home Computing and Digital Game Piracy in the 1980s in Portugal

Digital games,
Piracy,
History of gaming,
Magazines,
Portugal

PDF

Michał Kłosiński

Mapping Game Biopolitics: Introducing Biopolitics Analysis Network

biopolitics,
interpretation,
analysis,
theory

PDF

Usva Friman

From Gamer Identity to Game Cultural Agency

agency,
gamer identity,
gamers,
players,
gender

PDF

Matthew Horrigan

Protocolar Power and the Texts of Game Cultures

protocol stack,
ontology,
rule set,
metagame

PDF

Elizabeth Goins

Immersive VR Storytelling

enacted,
spatial,
storytelling,
VR,
Immersive

PDF

Leon Y Xiao

Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulation

Loot boxes,
Law and regulation,
Consumer protection,
Gambling,
Industry self-regulation and corporate social responsibility

PDF

Nick Webber

The Past as (Para)text – Relating Histories of Game Experience to Games as Texts

historical game studies,
historiography,
paratextuality,
textuality,
postmodernism,
player practices

PDF

Yotam Shibolet

The Harmony of Escaping Hell: Ludonarrative Interplay in Hades

Game narrative,
Ludonarrative dissonance,
Ludonarrative harmony,
Enactive perception,
Focalization,
Movement dynamics,
Narrative game mechanics,
Video game phenomenology

PDF

Amanda Cote

“I really think of these things more as toys”: Will Wright’s Toy-Based Design Philosophy

Game design,
Play,
Toys,
Game history,
Game audiences

PDF

Martin Roth

Playing with Animal Crossing. A data-based analysis of regional and transregional practices in the Japanese, Korean and Chinese YouTube space

YouTube,
Animal Crossing: New Horizons,
regionality,
Japan,
Korea,
China

PDF

Roberto Carradore and Tiziana Pirola

Playing video games for a living. Coping with emotional tensions and economic precariousness surrounding live streamers’ careers on Twitch

Twitch,
gaming culture,
emotional labour,
streamers,
precariousness,
authenticity

PDF

Valéria Pinto, Mariana Seiça and Licinio Roque

Insights into Competence Development Through Playfulness in a Cooperative Game Scenario: A Preliminary Study

Playfulness,
cooperative gameplay,
STEAM,
playful probing,
gender-neutrality,
social innovation

PDF

Daniel Nielsen

Playing Darkly: Rescuing Cheating in Online Games

Video Games,
Players,
Cheating,
Economy,
Meritocracy

PDF

Emmi Kärnä

Establishing Interpretation Design as a Game Design Method

interpretative agency,
interpretative challenge,
game experience,
game design,
interpretation design

PDF

Zahra Rizvi and Souvik Mukherjee

“Your Subaltern is not my Subaltern”: Intersectionality and the Dangers of a Single Game-story

Videogames,
subaltern,
Global South,
South Asia,
game-story,
representation

PDF

Braxton Soderman and Tom Boellstorff

Toys, Video Games, Platforms, and Mattel Electronics's Intellivision

Platform,
Platform Studies,
Intellivision,
Toys,
Toy Industry,
Game History,
Mattel,
Mattel Electronics

PDF

Premeet Sidhu

Playing Animal Farm: Designing a Dungeons & Dragons [D&D] One-Shot for Pivotal Play and Learning

Dungeons & Dragons,
Dnd,
TTRPG,
Animal Farm,
Pivotal Play,
Games for Learning,
Game Design

PDF

Dennis Jansen

The Mobilization of Play in the Dutch Military-Innovation Complex

drones,
logistics,
ludification,
militarization,
serious games,
simulations

PDF

Dom Ford and Sophie Thorkildsen

The Magic Prison: Game Rules as a Tool for Dread in Sir Gawain and the Green Knight and Inscryption

magic circle,
magic prison,
Inscryption,
Sir Gawain and the Green Knight,
play,
lusory attitude,
roleplaying

PDF

Jan Švelch and Jaroslav Svelch

Repurposing Concept Art: Video Game Art Books as Industrial Reflexivity

Industrial reflexivity,
video game,
concept art,
merchandising,
credits

PDF

Lindsay Grace, Victoria Orrego Dunleavy, Regina Ahn and Danny Mayo

Microgames as Intervention for Health Misinformation

health interventions,
serious games,
misinformation games,
educational games

PDF

Eva Grosemans, Tim Smits, Bieke Zaman and Rozane De Cock

“Let’s unbox!”. Gambling-like elements on Twitch and simulated gambling among Flemish teenagers

Twitch,
video game streaming,
simulated gambling,
loot boxes

PDF

Giorgio Chiappa

Sky’s the Limit: Skyboxes and Backgrounds as narrative and imaginative elements

platform games,
skybox,
background,
narratology,
game criticism,
worldbuilding

PDF

Bruno de Paula

The Local, the Global, and the Intercultural: Strategies for Teaching Games Design in the Neoliberal University

Cultural contexts,
intercultural encounters,
teaching games,
game design,
locality

PDF

Kristian Bjørkelo and Ragnhild Solberg

Imagining the All-Seeing Eye: Surveillance Imaginaries in Games

Surveillance,
machine vision,
imaginaries,
folklore

PDF

Jeroen Lemmens

The Paradox of Pleasure and Performance: A Virtual Reality Experiment on Exercise Endurance

Virtual Reality,
Exercise,
Presence,
Sports,
Exergaming

PDF

Ondrej Trhon and Filip Hauer

Temporalities of open world work ideology: the case of Elden Ring and Genshin Impact

ideology,
temporality,
exchange,
RPG,
open-world,
marxism,
embodiment

PDF

Claire Dormann, Corina Pötscher and Guenter Wallner

A Classification of Video Game Cartographic Maps

cartography,
game maps,
classification,
playfulness,
design

PDF

Christopher Lukman

Skillful play is dependent on rules. Notes on a Phenomenology of Skills in Games and Digital Games

Play Theory,
Rules,
Skills,
Phenomenology,
Chess

PDF

Sabrina Sgandurra

“Our player friend here... they already hold the key...”: Redefining Genre Limits in Inscryption.

Intermediality,
Remediation,
Genre-blending,
Inscryption,
Narrative

PDF

Jaroslav Švelch and Daniel Vella

Of Mice and Lemmings: Ludic Subjectivity and Interface in a Historical Context

Lemmings,
mouse,
interface,
ludic subjectivity,
puzzle,
agency

PDF

Yotam Shibolet

Embodied Narrativity

Interactive narrative,
Embodiment,
4E cognition,
Videogame phenomenology,
Movement dynamics,
Enactive perception,
Narrative identity,
Narrative game mechanics

PDF

Leon Y Xiao and Maarten Denoo

What did players think about Belgium’s ‘ban’ on loot boxes?

Loot boxes,
Law and regulation,
Consumer protection,
Gambling,
Belgium

PDF

Ragnhild Solberg

“Select Your Instrument”: Musical Character Customization in Divinity: Original Sin 2

music,
characterization,
instrument,
leitmotif,
Divinity Original Sin 2

PDF

Kaelan Doyle-Myerscough

GBStudio and Platforms by Consent

GBStudio,
platform,
software,
hardware,
queer,
game engine

PDF

Ryan Stanton

Podcasts and Players – Examining the Careers of Gaming Podcast Creators

Gaming podcasts,
Gaming content creation,
Podcasts,
Platform studies,
Gaming Culture

PDF

Chaitanya Solanki and Deepak John Mathew

An empirical investigation into the impact of the first-person role-playing games to improve knowledge retention in middle-school children in India: A pre-post study of the game ‘Tattva Bhoomi’

Design for Education,
Game-based Learning,
Indian Education,
STEM Education,
Pedagogy,
Education

PDF

Jesper Juul and Laurel Carney

Would you like Games with that Computer? Revisiting early Game History & Culture with the Commodore 64

1980s,
home computers,
Commodore 64,
ads,
gender,
game culture,
computer culture,
magazines,
demoscene

PDF

Gabrielle Trepanier-Jobin, Elisa Vial, Maeva Charre-Tchang and Simon Dor

Saving the Planet One Game at A Time

ecogames,
climate change,
ecological awareness,
postcolonial studies,
environmental humanities

PDF

Rinaldo Del Gallo

Patching Up the Problem: Patching and Patch Notes in League of Legends

patch notes,
patching,
video games,
meritocracy,
ideology,
repair

PDF

Lies van Roessel

Making the Mechanics Monetizable: On the Development Process of Free-to-Play Games

free-to-play games,
game production studies,
design processes,
monetization

PDF

Hongwei Zhou

Reframing Posthuman Agency through the Concept of Speed

agency,
speed,
post-structuralism,
Gilles Deleuze,
Félix Guattari,
Baruch Spinoza

PDF

Giacomo Lauritano, Valeria Marina Borodi, Chien Lu and Jaakko Peltonen

Polarized Pills vs. Gaming Thrills: Empirical Exploration of r/TheRedPill and r/TheBluePill Users in r/gaming

manosphere,
online communities,
theredpill,
thebluepill,
gaming

PDF

Marc Llovet Ferrer

Video game developers and passion in Japan

Japanese video game industry,
Game developers,
Passion,
Critical theory,
Passion exploitation

PDF

Mireya Vicent-Ibáñez, Salvador Gómez-García and Joseba Bonaut-Iriarte

Fake news and disinformation in ludonarrative contexts. The case of Headliner: Novinews

Fake news,
Disinformation,
Ludonarration

PDF

Paul Martin and Yanhui Zhang

Teaching Chinese with Games: Knowledge, Attitudes and Experience of Teachers

game-based language learning,
Chinese,
second language acquisition,
CALL,
ludic language pedagogy

PDF

Stamatia Savvani

A post structuralist understanding of integrating games in education

Gamification,
game-based learning,
games in education

PDF

Angus Mol, Aris Politopoulos and Sybille Lammes

On Being Stuck in Sid Meier’s Civilization: The Promise of Freedom in Historical Games

Political theory,
archaeogaming,
historical games,
game mechanics,
freedom

PDF

Sarah Christina Ganzon and Andrei Zanescu

Making the Revolution Resonate: From La Conquista to El Generalissimo

Resonance,
Latinx representation in games,
Far Cry 6,
Colonialism in games

PDF

Péter Makai

Monkey Island as a Theme Park Going Beyond Hyperrealism: Ron Gilbert’s Auteurial Style and Thematic Concerns

Adventure game,
postmodernism,
metamodernism,
theme park studies,
auteur theory

PDF

Brendan Keogh and Taylor Hardwick

Locating Videogame Development in Australian Higher Education

Education,
HASS,
STEM,
game development,
university,
pedagogy,
employability

PDF

Christoffer Mitch Cerda

The Ghosts of Empire: Asian Horror and Postcolonial Pastiche in the Filipino Visual Novel The Letter (2017)

Visual novel,
postcolonialism,
postmodernism,
Asian horror,
Filipino video games

PDF

Jan Houška

Long-term Work Experiences of Eastern European Expatriate, Remote and Outsourced Workers in Czech-based Game Companies

Czech game industry,
Eastern Europeans,
expatriates,
remote workers,
longitudinal research

PDF

Teodora Sinziana Fartan

The Emergence of Minor Worlds: Experimental Worldbuilding as Artistic Practice

Worldbuilding,
Critical games design,
Immersive digital spaces,
Alternative narratives

PDF

Yuhua Wu and Paul Martin

The narrativization of quantified play in videogame fanfiction

Masculinity,
Gender,
Chinese MMO,
Fanfiction,
Game procedures,
Intermediality,
Liminality

PDF

David Cumming

Unearthing the ludic media archaeology of fashion

fashion,
fashion games,
digital media,
media archaeology,
metaverse,
ludic media

PDF

Anna Vvedenskaya

Virtual income and how to tax it

videogames,
taxation,
income tax,
virtual income

PDF

Zsófia Orosz-Réti

From Superhuman to Posthuman: Collective action in single-player video games

posthumanism,
collective action,
revolution,
agency,
political agency,
social change,
single-player

PDF

Yu Hao

Toward An Agential Realist Account of Digital Games: Revisiting Gamic Agency and Materiality

games,
agency,
materiality,
relation,
posthumanism,
agential realism,
becoming,
affirmative ethics

PDF

María Inmaculada Parra Martínez

The Limits of Immersion: Case Study of "Desolatium" a VR Graphic Adventure Development

Game design,
Virtual Reality,
Digital Narratives,
Immersion

PDF

Mark Staun Poulsen

Evaluating Teamwork in a Game Development Team: Observations from Attending a “Sprint Retrospective”

game design,
collaboration,
communication skills,
problem-setting,
game development,
sprint retrospective,
ethnography,
case study,
Denmark

PDF

Magdalena Kozyra, Tomasz Majkowski and Aleksandra Prokopek

(Un)known Polish Spaces. Strategies of Foreignization and Domestication in Polish Video Games

domestication,
foreignization,
localization,
international,
local

PDF

Selahattin Karagöz

Translating Witcher: Investigating Conflict and Cooperation Between Localization Industry and Gaming Communities

Fan productivity,
fan translation,
gaming communities,
game localization

PDF

Jon Stone

‘Detective — what were you hoping to accomplish?’: Benign Violation as Means of Moral Detection in Disco Elysium

humour,
RPGs,
taboos,
agency,
puzzles,
realism,
morality

PDF

Jailyn Zabala, Josie Zvelebilova and Alexandra To

Safety and Identity Exploration: How Queer TTRPGs Provide Structure for Players

queerness,
gender,
sexuality,
table-top roleplaying games

PDF

Emma Witkowski and Stephanie Harkin

Esports at the Margins of the Commonwealth Games: Organisational Philosophy, Equity Pipelines, and National Representation

Esports,
Commonwealth Games,
Commonwealth Esports Championship,
Global Esports Federation,
Associationalism

PDF

Ivan Mussa and Thiago Falcão

Play, Violence, and the Brazilian Imaginary: An Investigation into Roblox's Exército Brasileiro Server

Brazilian gamer culture,
Violence,
Roblox,
Militarism

PDF

Jacqueline Burgess, Alexander Muscat, Anthony Grace and Christian Jones

Australian Video Game Developers’ Marketing Knowledge: Filling an Important Research Gap

Production,
development,
small developers,
marketing,
market research,
brand management,
Australia

PDF

Jiadong Qiang and Yu Hao

Chinese Cultivation Games and the Cosmotechnics

Chinese games,
cultivation games,
cultivation novels,
cosmotechnics

PDF

Kristine Ask and Tanja Sihvonen

Horny for Ghost: The Sexualized Remediation of Call of Duty: Modern Warfare II on TikTok

Gender,
representation,
Call of Duty,
Ghost,
fandom,
sex,
memes,
TikTok

PDF

Eva Grosemans, Bruno Dupont, Tim Smits, Lowie Bradt, Bieke Zaman and Rozane De Cock

Moving the margins: Setting up pathway research studying adolescent video gaming, simulated gambling and monetary engagement

Teenagers,
Simulated gambling,
Quantitative survey,
Longitudinal study

PDF

Elena Petrovskaya

Peer-pressure? A motivation-focused taxonomy of social mechanics in microtransaction-based mobile games.

microtransactions,
free-to-play,
social,
motivations

PDF

Beatriz Pérez Zapata and Víctor Navarro-Remesal

Playing Brexit: Borders and nationalism  in the times of inhospitality

Brexit,
Borders,
Myths,
Nationalism

PDF

Stefano Gualeni and Nele Van de Mosselaer

Game Studies through ‘Conceptual Games’: The case of Doors

conceptual games,
self-reflexivity,
meta-referentiality,
emersion,
conceptual art,
game criticism,
game design,
doors

PDF

Hyerim Cho, Jin Ha Lee and Alex Urban

Recovery and Support: Motivations for Playing a Social Video Game in the Midst of a Pandemic

Animal Crossing: New Horizons,
COVID-19,
social support,
recovery experiences,
mood regulation,
metadata

PDF

Joan Josep Pons López

Procedural and Emergent Narrative: From Analog RPG to Digital RPG

Analogue role-playing games,
digital role-playing games,
emergent narrative,
collaborative narrative,
procedural narrative,
procedural storytelling

PDF

David Matencio Durán

The rogue needs a city: Role-Playing Game cities and their literary background

RPG,
Literature,
Game Design,
Picaresque,
Worldbuilding,
Video Games,
Role-playing games,
Tabletop role-playing games

PDF

Danielle Kleinerman and Chiara Haynes

Regret in Play and in Paint: Authorship, Narrative, and Intertextuality in Pentiment (2022)

art history,
intertextuality,
pentimento,
narrative,
authorship

PDF

Salvador Gómez-García, Teresa de la Hera, Nuria Navarro-Sierra and Mireya Vicent-Ibáñez

The Game(s) of Netflix: Exploring the Entertainment Functions of  Digital Games as part of the Company's Content Strategy

Media Convergence,
Digital Games,
Netflix,
Mobile Games

PDF

Hongshen Xu, Jussi Holopainen and Olli Leino

Extreme Bodies: The Uncommon Player-Avatar Relationship

Game Character,
Sense of Embodiment,
Extreme Character Design,
Alien Affordance

PDF

Federico Alvarez Igarzabal

Flow, Boredom, Idleness.  The Relation between the Subjective Passage of Time and the Experience of Video Games

time perception,
passage of time,
idleness,
boredom,
flow,
slow play,
slow games

PDF

Jonne Arjoranta

Two Approaches to Solving the Climate Crisis: Comparing Half-Earth Socialism and The Climate Game

climate crisis,
global warming,
climate change,
close playing,
procedural rhetoric

PDF

Sophie Bémelmans

Smaky Story: A comprehensive approach of the practical, technical, and social dimensions of computing in French-speaking Switzerland

Smaky microcomputers,
Platform Studies,
Media Archeology,
Local Computing history,
Grounded Theory Method

PDF

Victoria Lagrange

Individualized Communal Experience: Players of Detroit: Become Human

immersion,
players,
replay,
digital interactive fiction,
choices,
narrative exploration

PDF