Feng Zhu |
The use
of data in Magic: the Gathering Arena draft: complexity and critical
immeasurability beyond metric power? |
Magic:
the Gathering, |
|
Norbert
Krek |
Investigating
the Video Game Developer Scene of Hungary: A Case Study of Invictus Games
Developer Studio |
regional
game studies, |
|
David
Fredrick and Rachel Murray |
Dirty
Pretty Romans: Teaching Catullus as Interactive Fiction using Twine and
StoryMaps |
Discursive
Game Design, |
|
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, |
|
Heikki Tyni, Olli Sotamaa and Taina Myöhänen |
Towards
Understanding Game Data Work |
game
production, |
|
Pierre-Yves
Hurel |
Commercial,
Hobbyist and in-between: Understanding the DAI Personal Computer associative
Game Library |
Regional
History, |
|
Elina
Roinioti |
Thoughts
on kitsch and games |
Kitsch, |
|
Joleen
Blom |
Gacha
Games in East-Asian Transmedia
Franchises |
Gacha
games, |
|
Pablo
Esteban Romero Medina |
Gamer
Identity and masculinity: Narrative and Typologies in the use of the video
game |
Game
Studies, |
|
Stanisław
Krawczyk |
Englishized?
Polish Game Scholars' Responses to the Anglophone Norm |
Englishization, |
|
Val
Caroca |
Breaking
the Mold: Mother/Daughter Representations in Resident Evil |
Resident
Evil, |
|
Andrei
Zanescu |
Making
Antiquity Resonate in Assassin's Creed: Origins, Odyssey & Articulated
Resonance |
Assassin's
Creed, |
|
Mike
Hyslop Graham |
Enacted
Sociality in Single-Player Play |
Single
Player, |
|
Leonid
Moyzhes |
Disenchanted
re-enchantment: comparative analysis of World of Darkness and Monsterhearts
tabletop RPGs |
TRPG, |
|
Tomasz Majkowski, Magdalena Kozyra and Aleksandra Prokopek |
The Call
of Queue. PRL Heritage and Nostalgia in Contemporary Polish Game Culture |
nostalgia, |
|
Adrienne
Domasin |
Post-Racial
Post-Apocalyptic Narratives?: Navigating Player Character Identity in Naughty
Dog's The Last of Us |
identity, |
|
Daniel
Nielsen |
Value
Extraction of Digital Gameplay: Audience and Producer Struggles |
Video
games, |
|
Matthew
Horrigan |
Enormous
Fabricated Ability: Boosting in the Battlefront II Player Community |
player
communities, |
|
Md Waseq
Ur Rahman |
Meaningful
Social Play: An Exploratory Study on the Phenomenological Experience of
Boardgame play. |
Meaningful
play, |
|
René Glas
and Souvik Mukherjee |
From
Replay to Revisit |
Replaying, |
|
Patrick
Prax |
Lifestyle
Games |
lifestyle
games, |
|
Cindy
Poremba |
Enacting
Photojournalism in Videogames |
in-game
photography, |
|
Gabrielle
Lavenir |
"You Have
To Manage On Your Own": The Challenges and Resources of Gaming In Old Age |
old age, |
|
Mikael
Sebag |
"A
Definition of Enchantment": A New Approach to Ludic Magic Systems Analysis |
Magic
systems, |
|
Sacha
Bernard |
A
Historical Perspective on Speedrunning: Evolution and Impact of the
Informational Aspect upon Speedrunning Communities |
speedrunning, |
|
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, |
|
Fae
Heaselgrave and Ashlee Borgkvist |
"I prefer
to play alone to recharge my social battery": Parent gamer identities in
Australia |
Parent
gamers, |
|
Heidi Rautalahti and Elisa Mekler |
Players
Making Creepypastas in Roblox: Kindred Appeal of Haunted Houses and Game
Creation Systems |
Game
creation system, |
|
Mateusz
Felczak |
Charting
the Forgotten Realms of Digital Vernacularity: 25 Years of D&D Infinity
Engine Games Modifications |
Dungeons&Dragons, |
|
Poppy
Wilde |
Posthumanist, postapocalyptic, postanthropocentrism: Morals and Multiplicities in My Friend is a Raven |
Posthumanism, |
|
Maxwell
Foxman, Dalton Bouzek, Rabindra Ratan and Alex P. Leith |
Virtually
Limited: Boundaries of Play in Virtual Reality Production |
Virtual
Reality, |
|
Debbie
Ding |
Lost
Horizons: Constructing a Fiction of Knowledge |
virtual
reality as artistic practice, |
|
Jose
Zagal |
Considering
Large Student Teams in Game Development Education: A Post-Mortem |
games
education, |
|
Paweł
Grabarczyk |
The case
of missing cases. On piratexts paratexts created by pirates for pirates. |
Paratext, |
|
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, |
|
David ten
Cate |
Playing
the Industry: Exploring the Margins of the Videogame Industry through Game
Dev Tycoon |
game
industry, |
|
Dody Chen |
Fan
Localisation in the Chinese Overwatch Game Community: Conflicts about the
Information Transmission |
Game
Localisation, |
|
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, |
|
Thomas
Apperley and Ana Valeria Rodriguez |
Latina
sex workers on Twitch: Between pleasure, work, vulnerability and
marginalization |
Bodies, |
|
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, |
|
Nansong
Zhou |
Chinese
Game Industry in the Media Globalization: the Tension between Nationalism and
Digital Drug Discourse in the 1990s-2000s |
Game
industry, |
|
Yaewon
Jin and Matè Adamkovič |
Scoping
Review of South Korean Esports Research and Comparison to the Stakeholder
Perception |
esports, |
|
Samson
Tang |
“Yes, I
Cheat, but Not Blatantly”: The Use of Macros in Racing Games as Transgressive
Play |
cheating, |
|
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, |
|
Janine
Bower |
“Constellations”
of Vocal Expression: A Time Traveler’s Examination of Vocal Performance in
Assassin’s Creed: Origins |
constellations, |
|
Vincenzo
Idone Cassone |
From Play
to Playces: the representation of contexts of play in Japanese games and
popular media. Introduction |
Space, |
|
Mathias
Kofoed-Ottesen |
Discovering
a Threshold: a Novel Approach to the Ontology of VR |
virtual
reality, |
|
Nick Taylor and Matilda Ståhl |
Gender
and resilience in esports |
gender, |
|
Madhuri
Sasupilli and Prasad Bokil |
Knowledge
Representation Schema of the Gameplay |
Gameplay, |
|
Hélène
Sellier and Aurélie Huz |
Functions
and powers of barks in video games: reclaiming the margins of video games
narrativity |
Narrative
Design, |
|
James
Manning |
Super
Memory Makers: Livestreaming and/as videogame play archives |
livestreaming, |
|
Pablo
Romero-Medina and Júlia Vilasís-Pamos |
Alt-right
and Video Games: A Literature Review |
“Gamer
identity”, |
|
Mario
Barranco |
Xeno-ludens:
deformativism and playful estrangement |
Deformative
criticism, |
|
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, |
|
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, |
|
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, |
|
Eduardo
Luersen |
Every
Cloud Has a Silver Lining: Through the Cracks of Cloud Gaming Infrastructure |
Cloud
gaming, |
|
Miia
Siutila and Maria Ruotsalainen |
Examining
the Cultures of Discipline in Overwatch and League of Legends Esports |
Esports, |
|
Dalila Martins, Nelson Zagalo and Ana Patrícia Oliveira |
Motivation
and flow experience as crucial factors in the completion of narrative games |
video
games, |
|
Yasheng
She |
Finding
the Post-Postwar Japan in Death Stranding's Sublime Ruins |
the
sublime, |
|
Sophie
Bémelmans, Pierre-Yves Hurel and Yannick Rochat |
Leisure
electronics as a cultural context for the emergence of the Swiss video game |
game
history, |
|
Harrison
Charles |
A New
Home for Porn: Adult Video Games and the Necessity of Independent Platforms |
adult
video games, |
|
Ashley Ml
Guajardo and Nina Feng |
League of
Learning: A Study of Classroom Intervention Effectiveness |
games and
education, |
|
Kati Alha |
The Wild
West of Mobile Game Advertising |
mobile
games, |
|
Alan
Meades, Kieran Nolan and Alex Wade |
Regional
Histories of the UK and Ireland’s Arcade Coin-Op Industry |
UK, |
|
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, |
|
Maria
O'Brien |
A SURVEY
OF THE IRISH GAMES INDUSTRY & THE ETHICS OF POLICY RESEARCH |
Irish
games industry, |
|
Gerald
Farca |
Ecology
and the Post Apocalypse: Regenerative Play in the Metro Series |
utopia, |
|
Haron
Walliander and Tapani Joelsson |
Perceived
Finnishess amongst four player groups through UnReal World |
Player-base
research, |
|
Souvik
Mukherjee |
Huizinga’s
Lila: Game Studies and Indian Concepts of Play |
Huizinga, |
|
Brendan
Keogh |
Articulating
the Field of Videogame Production |
development, |
|
Leon Y
Xiao |
What’s a
Mini-Game? The Anatomy of Fishing Mini-Games |
Mini-games, |
|
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, |
|
Masanori Fukui, Masakatsu Kuroda and Hiroaki Ohdachi |
Relationship
between Motives for Gaming and Playing Gacha among University Students |
gacha, |
|
Stuart Anderson and Darshana Jayemanne |
Finding
the GaaP - Data, Dashboards, and Independent Games |
platforms, |
|
Merlin
Seller |
Trans
Tissue: If Found…’s (2020) Dehiscence, Liminality and Decreation |
Trans
Game Studies, |
|
Carina
Assuncao |
Esports
in Europe: How is gender diversity experienced in Overwatch esports
communities in Portugal and the UK? |
Esports, |
|
Damian
Gałuszka |
Silver
gaming in Poland. The margin or the future of the gaming industry? |
silver
gaming, |
|
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, |
|
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, |
|
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, |
|
Andrea
Piano |
Remediation
and Refunctionalization of Natural Spaces in Videogames: Perspectives,
Patterns, and Impact on Society |
ecogames, |
|
Alex
Custodio |
Modding
Leisure: Content Creation in Animal Crossing: New Horizons |
content
creation, |
|
Aleena
Chia and Maxwell Foxman |
Producing
the Post-Gamer: Game Engines as Tools
for Ideological Expansion |
game
engines, |
|
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, |
|
Thomas
Apperley |
Lad mags
and Anti-feminist Irony in the Formation of Gaming Culture |
Anti-feminism, |
|
Leland
Masek |
Criticizing
Caillois: Examining How Players Perceive Rules in Play and Games. |
Rules, |
|
Alba
Torrebejano Osorio |
Could an
AI design a larp? Processes and applications |
larp, |
|
Josh
Aaron Miller |
The
Player-Learner Experience: A Comparison of Game Masters and Pedagogical
Practices |
roleplaying
games, |
|
Gabriel
Elvery |
[Extended
Abstract] Let’s Play with Academia: Overcoming The Limits of The Zoom
Classroom via Video Game Streaming |
teaching, |
|
Katherine
Cross |
“Silent
and Slow”: The Dark Dreams of Content Moderators |
content
moderators, |
|
Juan
Francisco Belmonte Avila |
Meaningful
Blehs and Rabbid Gwahs: Identity Representation Through Non-Human Noise and
Words |
Non-human, |
|
Pablo
Nolla Michel |
Gamers at
War: The Relationship Between Military and Esports |
military, |
|
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, |
|
Kathryn
Whitlock |
Staying
with the Glitch: The Queerness of Temporal Disruption in Animal Gameplay |
Temporality, |
|
Alesha
Serada |
A Garden
of One’s Own: Reclaiming Agency at a Free-to-Play Playground |
game
space, |
|
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, |
|
Frans
Mäyrä |
Demonic
Games: Demonic Figures and Functions in Contemporary Digital Games |
horror, |
|
Johanna
Brewer |
Coming
Out While Going Fast: Queer Conviviality in Speedrunning Live Streams |
speedrunning, |
|
Norbert
Krek |
Genre
Awareness and Nostalgia: Textual Aspects of Role-Playing in Black Geyser:
Couriers of Darkness |
nostalgia, |
|
Diego
Andrés Mejía-Alandia |
Kosmonaut’s
log: Field notes on the politics of nostalgia in ludic representations of
Soviet space exploration |
Nostalgia, |
|
Isha
Bihari and Debashis Pattanaik |
The
Indian Esports Scene- A Demographic Cluster Analysis |
Esports, |
|
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, |
|
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, |
|
Maria
O'Brien |
STATE
AIDS FOR DIGITAL GAMES IN THE EUROPEAN UNION: A SYMBIOTIC OR PARASITIC
RELATIONSHIP? |
Digital
games policy, |
|
Eleonora
Imbierowicz |
Frostpunk:
Lessons from Contemporary Polish History |
Frostpunk, |
|
Gerald
Farca |
Farming a
Cosy Utopia: A Regenerative Escape to
Simpler Times |
Farming
games, |
|
Jaakko
Väkevä |
Exploring
Transformative Aesthetic Experiences in Videogames |
player
experience, |
|
Robin
Longobardi Zingarelli |
Subtle
presence and (dis)identification:
transmasculinity in narrative video games |
Transmasculine, |
|
Stephen
Schuetz |
Bending
Games: Why and how do gaymers produce porn? |
LGBTQI+, |
|
Emma Reay |
Grief in
Mobile Games |
Mobile
games, |
|
Agata
Zarzycka |
The Womb
as a Sphere of Biopolitical Liminality in Video Games |
biopolitics, |
|
Maya
Geudens |
What
Works For Me: A content analysis of a
problem gamer community on Reddit |
gaming
disorder, |
|
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, |
|
Tom Brock |
Ontology
and interdisciplinary research in esports |
Ontology, |
|
Jan
Švelch |
Prestige
or Promotion: Industrial Reflexivity and Political Economy of The Game Awards |
industrial
reflexivity, |
|
Curtis
Maughan |
From the
Walking Sim to the Watch_Dog and Beyond: Walter Benjamin’s Flânerie in the
Age of the metaverse |
digital
flânerie, |
|
Zach
Mason, David Green, Joseph Lindley and Paul Coulton |
Improving
Digital Accessibility Through Audio-Game Co-Design |
Accessibility, |
|
Braxton
Soderman |
Play
Value, Gameplay, and Immersion in the Early Videogame Industry |
Play
Value, |
|
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, |
|
Solip
Park |
To Become
a Cultural Fit, or To Leave? Game Industry Expatriates and the Issue of
Migration and Inclusivity |
Game
Developers, |
|
Chaoguang
Wang |
Development
of a Player Model for Persuasive Game Design |
persuasive
games, |
|
Daniel
Gardner and Shanley Corvite |
First
Impressions: Effects of Representation on Video Game Covers |
Representation
in games, |
|
Alex Wade, Maria Garda, Ivo Furman, Mirek Filiczak and Maryja Supa |
A
Co-operative Study of Transnational European Histories of Videogames |
European
game histories, |
|
Júlia
Vilasís-Pamos and Pablo Romero-Medina |
Gamer
Identity, Masculinities, and Feminities. An Analysis of Teenagers' Perception
of Gamer Identity |
Gamer
identity, |
|
Cynde
Moya, Melanie Swalwell, Helen Stuckey and Denise de Vries |
Preserving
and Emulating Australian Made Videogames of the 1990s |
videogames, |
|
Shruti
Agrawal |
Player
Effort and Experiences: Perspectives on Game Dynamics |
Effort, |
|
Agata
Waszkiewicz |
Selfies
in Interface Games: Intimacy, Consent, and the Voyeur Player |
selfies, |
|
Kristian
Bjørkelo |
Insult
swordfighting: Gendered, Competetive, and Transgressive Communication in
Gaming Culture |
Folklore, |
|
Veli-Matti
Karhulahti and Espen Aarseth |
A
Typology of Videogame Rewards |
Classification, |
|
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, |
|
Zihan
Feng |
Learning
Cultural Heritage through Emergent In-game Dialogues |
serious
game, |
|
Rilla
Khaled and Pippin Barr |
A Method
for Design Materialization: Accountable Game Design Research |
game
design research, |
|
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, |
|
Benjamin
Nicoll |
Enjoyment
in the Anthropocene: The Extimacy of Ecological Catastrophe in Donut County |
capitalism, |
|
Antonia
Hargreaves and Mary Anne Argo |
Game
Studies in Latin America: Reflexions about a growing field and gamer/player
counter hegemonic identities |
Game
Studies, |
|
Malay
Dhamelia and Girish Dalvi |
Designerly
Ways of Analysing Gameplay and Player Experiences |
Game
Design Research, |
|
Mikael
Jakobsson and Richard Eberhardt |
Invisible
at the Edge: Playing with the Geoglyphs of Occupation in Anglo-America |
Board
games, |
|
Jaroslav
Švelch and Jan Houška |
Czech
appeal: Use of local themes and settings by a national game industry |
game
production studies, |
|
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, |
|
Sofia
Abatangelo |
Subtle
Playability: Orienting Players’ Actions Beyond the Threat of Failure |
Playability, |
|
Feng Zhu |
Beyond
the analysis from neoliberal subjectification? The accelerationist
short-circuiting of gaming pleasure in Total War: Warhammer II & III |
Neoliberalism, |
|
Nikita
Stulikov |
A
Criticism of Computer Game “Ontological Models” |
game
ontology, |
|
David
Antognoli and Joshua Fisher |
A
Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces
and Processes |
game
design, |
|
Rebecca
Käpernick |
Postapocalyptic
Margins, Motherhood and Feminist Identity in Naughty Dogs The Last of Us Part
II |
identity
construction, |
|
Melissa Kagen and Jennifer Minnen |
The Cozy
and the Strange in Strange Horticulture |
Plant
studies, |
|
Annakaisa Kultima and Jaakko Stenros |
My Game
History: Teaching Against Hegemonic Game History |
game
history, |
|
Rob
Gallagher |
Breaking
Character: Contesting Marginalisation through Critical Bricolage |
Character
design, |
|
Rob
Gallagher |
Merely
Marginal? Gaming Culture and Reactionary Ideology |
gamer
culture, |
|
Josh
Jarrett and David Murphy |
Genealogy
of a Hate Raid |
Raiding, |
|
Yukun You
and Faltin Karlsen |
Gamification
and undesign: exploring the affordances of digital detox apps with game
features |
gamification, |
|
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, |
|
François-Xavier
Surinx |
For an
Understanding of Video Games Genres through the Discourse of Players |
rhetoric, |
|
Zsófia
Orosz-Réti |
Spatiality
and the Power of Simulation in Covideo games |
spatiality, |
|
Kevin
Wong |
Antiquity
for Sale: The Classical as Commodified Discourse in Game Development |
classics, |
|
Karim
Sipala |
The
innate multiplicity of Game Worlds: Emersive effects in Dark Souls 2 and
Nier: Automata |
Emersion, |
|
Olli
Tapio Leino and Sebastian Möring |
Game
Worlds at the Limits and Margins of Games |
Ludology, |
|
Kübra
Aksay |
Dear
Diary...": An Analysis of Recordings in Video Games |
Intermediality, |
|
Haryo
Pambuko Jiwandono |
Digital
Cycling Club: Gamification of Cycling in post Covid-19 Pandemic |
Gamification, |
|
Alexander
Vandewalle |
Museums
of Myth and Mechanics of Mythography in Mythological Video Games |
mythology, |
|
Ágnes
Karolina Bakk and Bendegúz Szatmári |
Fact and
Fiction in Video Games: How much fiction is needed for good design? |
PC game, |
|
Filip
Hauer |
Allegorithmic
Politics of Game Exchange – Subversion, Ideology, and Capitalism in Strategy
Game |
Game
Exchange, |
|
Mateusz
Felczak |
Let’s
Play Evangelization. Digital Televangelism and the "A Plague Tale"
Series |
religion, |
|
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, |
|
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, |
|
Anh-Thu
Nguyen |
Tourism
in Video Games: Experiences in Digital Worlds |
travel, |
|
Tereza
Fousek Krobova |
We can do
it, can we? Experiences of women in the Czech Video Game Industry |
Games
industry, |
|
Karoliina Koskinen and Jaakko Suominen |
The
Petsamo Board Game (1931) and Everyday Game Culture in Finland in the
Interwar Period |
board
games, |
|
Riccardo
Fassone and Giaime Alonge |
Corteo
and political play in late 1970s Italy |
Local
history, |
|
Rebeca Mendes, Ana Veloso and Ana Torres |
A digital
game-based model proposal for mental health promotion. |
Young
Adults, |
|
Annie
Harrisson |
Let Us
Play Oregon Trail: Origin Stories and Gaming Capital around the First Let’s
Plays |
Let's
play, |
|
Soomin
Hong |
Theorizing
Digital Games: Play Theories & New Materialism |
Play
Theory, |
|
Mark R
Johnson |
Time and
Temporality in Game Streaming on Twitch |
Twitch, |
|
Bettina
Bódi |
Soothing
Affect or Neoliberal Indoctrination? Cozy Games and Agency |
agency, |
|
Nele Van
de Mosselaer |
Perceiving
Across Gameworld Boundaries: Actual, Fictional, and Imaginative Perceptions |
perception, |
|
Anh-Thu
Nguyen |
Travel
and Exploration in Elden Ring and Genshin Impact as an Essential Game
Experience |
open-world, |
|
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, |
|
Fraser
Allison, Bjorn Nansen and Martin Gibbs |
Social
Acceptability of Location-Based Games in Cemeteries |
Location-based
games, |
|
Beatriz
Blanco |
Between
girl power and platforms’ power: an analysis of the Brazilian feminist
streamers’ communication strategies |
streamers, |
|
Justyna
Janik |
Materially
Random Stories: Randomness and Narrative as Material Structures in Digital
Games |
randomness, |
|
Melissa
Kagen |
Role
Playing as Your Happier Self: Self-help Games as Female-Coded “Leisure” |
Feminism, |
|
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, |
|
Keita
Moore and Joleen Blom |
Playable,
Portable, Pretty: Gender in Nintendo DS Lifestyle Software |
Nintendo
DS, |
|
Christine
H. Tran |
Pink-Collar
Playbour: The Digital Housework of Video Game Livestreaming |
Twitch, |
|
Sarah
Christina Ganzon |
#OtomeArmada:
Otome Games, Networks and Deterritorialization |
Otome
games, |
|
Larissa
Wild |
A
Diachronic Look at the Swiss Game Developers Community |
Swiss
games, |
|
Paolo
D'Indinosante |
Love
Letters to India?: Adapting Colonial Fiction in The Secret Games Company’s
Kim |
Rudyard
Kipling, |
|
Carolin
Becklas |
Sinking
Strangers No More: Playing “Climate Refugees” in Video Games |
climate
mobilities, |
|
Lidia
Morris |
On the
Preservation of the Experience of Play in an MMORPG Environment: Livestreams
and the Game Preservation Conundrum |
game
preservation, |
|
Leandro
Lima |
Intersectional
Masculinities in Mass Effect |
masculinity, |
|
Ville
Malinen |
Individuals,
representatives, and racers – The images of F1 and F1 Esports Series drivers
on Instagram |
Esports, |
|
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, |
|
Elisa
Budian |
„Keep
politics out of (my) video games”
Analysis of a gaming controversy |
Politics, |
|
Lobna Hassan, Henrietta Jyhlä, Max Sjöblom and Juho Hamari |
Why do
people use VR (games)? A study of continued use and spending |
Virtual
Reality, |
|
Lauri
Lukka |
The
user-centered design of game-based
digital mental health interventions |
development
processes, |
|
Kevin
Garvey |
Live
streamer Paracommunity on Twitch and Discord |
livestreaming, |
|
Benjamin
Viney |
Pervasive
Larps at Scale: Design Challenges of a Novel Work |
pervasive
game, |
|
James
Coltrain |
The
Midnight Ride of Paul Revere: Balancing Accuracy, Fun, and Tone in
Educational Games |
games, |
|
Emma
Westecott, Cindy Poremba and Kate Hartman |
Bodies in
Play |
feminist
game studies, |
|
Petri Lankoski and Tanja Välisalo |
Pornographic
Games on Steam: Genres, Modes, and Milieus |
Steam, |
|
Alan
Meades |
Exploring
an Arcade in an Arcade Cabinet: Social
History Research, Exhibition, and Interactive Environments |
Amusement
Arcades, |
|
Lawrence
May |
Building
and rebuilding the Anthropocene in Cities: Skylines |
city-building
games, |
|
Merav
Hayak |
A
systematic literature review of teachers’ role in using game-based learning |
Digital
game-based learning, |
|
Pawel
Frelik |
New Old
Worlds: Ecology in Planetary Colonization Games |
capitalism, |
|
J.
Patrick Williams and Vinh Trinh Luu |
Problems
anchoring and verifying identities in an emerging esports ecosystem |
esports, |
|
Enrique
Perez |
Beyond
the old game design: a new design paradigm in Game Studies through C-K Theory |
game
design, |
|
Teresa de
la Hera, Deborah Castro and Salvador Gómez |
Players’
perceptions of Andalusian cultural heritage representations in the digital
game Blasphemous |
players
perceptions, |
|
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, |
|
Emma
Westecott, Fusun Uzun and Katherine Micak |
Connections:
An intergenerational feminist game art timeline |
feminist
game art, |
|
Doug
Stark |
Graceful
Gaming: Aesthetics, Automation, Habit |
grace, |
|
Rune
Klevjer |
Virtual
Game Spaces and Diegetic Fictionality |
diegesis, |
|
John
Banks |
“Don’t be
a Dick”: Playing Magic Commander at a Local Games Store & the Work of
Inclusivity. |
board
games cultures, |
|
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, |
|
Benjamin
Nicoll |
Suffocated
by Surplus Enjoyment: A Psychoanalysis of "Gamer Rage" |
anger, |
|
Johnathan
Harrington |
Meet Up
for a Board Game? How Socialisation,
Access, and Language Influence Community Formation |
Board
games, |
|
Bernard
Perron and Jean-Charles Ray |
What
lurks in the margins: the ill-known short horror video games |
horror
video games, |
|
Annakaisa
Kultima, Riina Ojanen and Niklas Nylund |
Uncovering
the (Hidden) Co-Creativity: Ethnographic Streaming for a Game Design
Praxiology Research Project |
streaming, |
|
Eleonora
Imbierowicz |
Humanist
Delusion in Games |
humanism, |
|
Filip
Jankowski |
Digital
Games and the Category of Auteur: A Re-Evaluation and Perspectives |
auteur
theory, |
|
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, |
|
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, |
|
Michele
Newman and Jin Ha Lee |
“Accidental
Archivists:” YouTube Gameplay Content and Game Preservation |
game
preservation, |
|
Lindsay
Grace |
On Field
Colonization, Intersections and Marginalized Game (extended abstract) |
Game
studies, |
|
Luciana
Lima, Camila Pinto, Terhi Martilla and Patrícia Gouveia |
Home
Computing and Digital Game Piracy in the 1980s in Portugal |
Digital
games, |
|
Michał
Kłosiński |
Mapping
Game Biopolitics: Introducing Biopolitics Analysis Network |
biopolitics, |
|
Usva
Friman |
From
Gamer Identity to Game Cultural Agency |
agency, |
|
Matthew
Horrigan |
Protocolar
Power and the Texts of Game Cultures |
protocol
stack, |
|
Elizabeth
Goins |
Immersive
VR Storytelling |
enacted, |
|
Leon Y
Xiao |
Beneath
the label: Assessing video games’ compliance with ESRB and PEGI loot box
warning label industry self-regulation |
Loot
boxes, |
|
Nick
Webber |
The Past
as (Para)text – Relating Histories of Game Experience to Games as Texts |
historical
game studies, |
|
Yotam
Shibolet |
The
Harmony of Escaping Hell: Ludonarrative Interplay in Hades |
Game
narrative, |
|
Amanda
Cote |
“I really
think of these things more as toys”: Will Wright’s Toy-Based Design
Philosophy |
Game
design, |
|
Martin
Roth |
Playing
with Animal Crossing. A data-based analysis of regional and transregional
practices in the Japanese, Korean and Chinese YouTube space |
YouTube, |
|
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, |
|
Valéria
Pinto, Mariana Seiça and Licinio Roque |
Insights
into Competence Development Through Playfulness in a Cooperative Game
Scenario: A Preliminary Study |
Playfulness, |
|
Daniel
Nielsen |
Playing
Darkly: Rescuing Cheating in Online Games |
Video
Games, |
|
Emmi
Kärnä |
Establishing
Interpretation Design as a Game Design Method |
interpretative
agency, |
|
Zahra
Rizvi and Souvik Mukherjee |
“Your
Subaltern is not my Subaltern”: Intersectionality and the Dangers of a Single
Game-story |
Videogames, |
|
Braxton
Soderman and Tom Boellstorff |
Toys,
Video Games, Platforms, and Mattel Electronics's Intellivision |
Platform, |
|
Premeet
Sidhu |
Playing
Animal Farm: Designing a Dungeons & Dragons [D&D] One-Shot for
Pivotal Play and Learning |
Dungeons
& Dragons, |
|
Dennis
Jansen |
The
Mobilization of Play in the Dutch Military-Innovation Complex |
drones, |
|
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, |
|
Jan
Švelch and Jaroslav Svelch |
Repurposing
Concept Art: Video Game Art Books as Industrial Reflexivity |
Industrial
reflexivity, |
|
Lindsay
Grace, Victoria Orrego Dunleavy, Regina Ahn and Danny Mayo |
Microgames
as Intervention for Health Misinformation |
health
interventions, |
|
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, |
|
Giorgio
Chiappa |
Sky’s the
Limit: Skyboxes and Backgrounds as narrative and imaginative elements |
platform
games, |
|
Bruno de
Paula |
The
Local, the Global, and the Intercultural: Strategies for Teaching Games
Design in the Neoliberal University |
Cultural
contexts, |
|
Kristian
Bjørkelo and Ragnhild Solberg |
Imagining
the All-Seeing Eye: Surveillance Imaginaries in Games |
Surveillance, |
|
Jeroen
Lemmens |
The
Paradox of Pleasure and Performance: A Virtual Reality Experiment on Exercise
Endurance |
Virtual
Reality, |
|
Ondrej
Trhon and Filip Hauer |
Temporalities
of open world work ideology: the case of Elden Ring and Genshin Impact |
ideology, |
|
Claire
Dormann, Corina Pötscher and Guenter Wallner |
A
Classification of Video Game Cartographic Maps |
cartography, |
|
Christopher
Lukman |
Skillful
play is dependent on rules. Notes on a Phenomenology of Skills in Games and
Digital Games |
Play
Theory, |
|
Sabrina
Sgandurra |
“Our
player friend here... they already hold the key...”: Redefining Genre Limits
in Inscryption. |
Intermediality, |
|
Jaroslav
Švelch and Daniel Vella |
Of Mice
and Lemmings: Ludic Subjectivity and Interface in a Historical Context |
Lemmings, |
|
Yotam
Shibolet |
Embodied
Narrativity |
Interactive
narrative, |
|
Leon Y
Xiao and Maarten Denoo |
What did
players think about Belgium’s ‘ban’ on loot boxes? |
Loot
boxes, |
|
Ragnhild
Solberg |
“Select
Your Instrument”: Musical Character Customization in Divinity: Original Sin 2 |
music, |
|
Kaelan
Doyle-Myerscough |
GBStudio
and Platforms by Consent |
GBStudio, |
|
Ryan
Stanton |
Podcasts
and Players – Examining the Careers of Gaming Podcast Creators |
Gaming
podcasts, |
|
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, |
|
Jesper
Juul and Laurel Carney |
Would you
like Games with that Computer? Revisiting early Game History & Culture
with the Commodore 64 |
1980s, |
|
Gabrielle Trepanier-Jobin, Elisa Vial, Maeva Charre-Tchang and Simon
Dor |
Saving
the Planet One Game at A Time |
ecogames, |
|
Rinaldo
Del Gallo |
Patching
Up the Problem: Patching and Patch Notes in League of Legends |
patch
notes, |
|
Lies van
Roessel |
Making
the Mechanics Monetizable: On the Development Process of Free-to-Play Games |
free-to-play
games, |
|
Hongwei
Zhou |
Reframing
Posthuman Agency through the Concept of Speed |
agency, |
|
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, |
|
Marc
Llovet Ferrer |
Video
game developers and passion in Japan |
Japanese
video game industry, |
|
Mireya
Vicent-Ibáñez, Salvador Gómez-García and Joseba Bonaut-Iriarte |
Fake news
and disinformation in ludonarrative contexts. The case of Headliner: Novinews |
Fake
news, |
|
Paul
Martin and Yanhui Zhang |
Teaching
Chinese with Games: Knowledge, Attitudes and Experience of Teachers |
game-based
language learning, |
|
Stamatia
Savvani |
A post
structuralist understanding of integrating games in education |
Gamification, |
|
Angus
Mol, Aris Politopoulos and Sybille Lammes |
On Being
Stuck in Sid Meier’s Civilization: The Promise of Freedom in Historical Games |
Political
theory, |
|
Sarah
Christina Ganzon and Andrei Zanescu |
Making
the Revolution Resonate: From La Conquista to El Generalissimo |
Resonance, |
|
Péter
Makai |
Monkey
Island as a Theme Park Going Beyond Hyperrealism: Ron Gilbert’s Auteurial
Style and Thematic Concerns |
Adventure
game, |
|
Brendan
Keogh and Taylor Hardwick |
Locating
Videogame Development in Australian Higher Education |
Education, |
|
Christoffer
Mitch Cerda |
The
Ghosts of Empire: Asian Horror and Postcolonial Pastiche in the Filipino
Visual Novel The Letter (2017) |
Visual
novel, |
|
Jan
Houška |
Long-term
Work Experiences of Eastern European Expatriate, Remote and Outsourced
Workers in Czech-based Game Companies |
Czech
game industry, |
|
Teodora
Sinziana Fartan |
The
Emergence of Minor Worlds: Experimental Worldbuilding as Artistic Practice |
Worldbuilding, |
|
Yuhua Wu
and Paul Martin |
The
narrativization of quantified play in videogame fanfiction |
Masculinity, |
|
David
Cumming |
Unearthing
the ludic media archaeology of fashion |
fashion, |
|
Anna
Vvedenskaya |
Virtual
income and how to tax it |
videogames, |
|
Zsófia
Orosz-Réti |
From
Superhuman to Posthuman: Collective action in single-player video games |
posthumanism, |
|
Yu Hao |
Toward An
Agential Realist Account of Digital Games: Revisiting Gamic Agency and
Materiality |
games, |
|
María
Inmaculada Parra Martínez |
The
Limits of Immersion: Case Study of "Desolatium" a VR Graphic
Adventure Development |
Game
design, |
|
Mark
Staun Poulsen |
Evaluating
Teamwork in a Game Development Team: Observations from Attending a “Sprint
Retrospective” |
game
design, |
|
Magdalena
Kozyra, Tomasz Majkowski and Aleksandra Prokopek |
(Un)known
Polish Spaces. Strategies of Foreignization and Domestication in Polish Video
Games |
domestication, |
|
Selahattin
Karagöz |
Translating
Witcher: Investigating Conflict and Cooperation Between Localization Industry
and Gaming Communities |
Fan
productivity, |
|
Jon Stone |
‘Detective
— what were you hoping to accomplish?’: Benign Violation as Means of Moral
Detection in Disco Elysium |
humour, |
|
Jailyn
Zabala, Josie Zvelebilova and Alexandra To |
Safety
and Identity Exploration: How Queer TTRPGs Provide Structure for Players |
queerness, |
|
Emma
Witkowski and Stephanie Harkin |
Esports
at the Margins of the Commonwealth Games: Organisational Philosophy, Equity
Pipelines, and National Representation |
Esports, |
|
Ivan
Mussa and Thiago Falcão |
Play,
Violence, and the Brazilian Imaginary: An Investigation into Roblox's
Exército Brasileiro Server |
Brazilian
gamer culture, |
|
Jacqueline
Burgess, Alexander Muscat, Anthony Grace and Christian Jones |
Australian
Video Game Developers’ Marketing Knowledge: Filling an Important Research Gap |
Production, |
|
Jiadong
Qiang and Yu Hao |
Chinese
Cultivation Games and the Cosmotechnics |
Chinese
games, |
|
Kristine
Ask and Tanja Sihvonen |
Horny for
Ghost: The Sexualized Remediation of Call of Duty: Modern Warfare II on
TikTok |
Gender, |
|
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, |
|
Elena
Petrovskaya |
Peer-pressure?
A motivation-focused taxonomy of social mechanics in microtransaction-based
mobile games. |
microtransactions, |
|
Beatriz
Pérez Zapata and Víctor Navarro-Remesal |
Playing
Brexit: Borders and nationalism in the
times of inhospitality |
Brexit, |
|
Stefano
Gualeni and Nele Van de Mosselaer |
Game
Studies through ‘Conceptual Games’: The case of Doors |
conceptual
games, |
|
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, |
|
Joan
Josep Pons López |
Procedural
and Emergent Narrative: From Analog RPG to Digital RPG |
Analogue
role-playing games, |
|
David
Matencio Durán |
The rogue
needs a city: Role-Playing Game cities and their literary background |
RPG, |
|
Danielle
Kleinerman and Chiara Haynes |
Regret in
Play and in Paint: Authorship, Narrative, and Intertextuality in Pentiment
(2022) |
art
history, |
|
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, |
|
Hongshen
Xu, Jussi Holopainen and Olli Leino |
Extreme
Bodies: The Uncommon Player-Avatar Relationship |
Game
Character, |
|
Federico
Alvarez Igarzabal |
Flow,
Boredom, Idleness. The Relation
between the Subjective Passage of Time and the Experience of Video Games |
time
perception, |
|
Jonne
Arjoranta |
Two
Approaches to Solving the Climate Crisis: Comparing Half-Earth Socialism and
The Climate Game |
climate
crisis, |
|
Sophie
Bémelmans |
Smaky
Story: A comprehensive approach of the practical, technical, and social
dimensions of computing in French-speaking Switzerland |
Smaky
microcomputers, |
|
Victoria
Lagrange |
Individualized
Communal Experience: Players of Detroit: Become Human |
immersion, |