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Documents about Moon

Cover of The Revolution Dances: The Pleasures of Transformation in Final Fantasy X-2
Whitepaper3 pages

The Revolution Dances: The Pleasures of Transformation in Final Fantasy X-2

This paper argues that Final Fantasy X-2 (2004) deserves serious scholarly attention as a feminist and queer intervention in Japanese role-playing game traditions, one that has been dismissed by fans and critics as "too girly" despite its thematic and mechanical sophistication.

  • The paper argues that Final Fantasy X-2 (2004) merits serious scholarly attention as a feminist and queer intervention in Japanese RPG traditions, despite fan and critic dismissal of it as "too girly."
  • Tracing online discourse from 2006 through 2023, the authors show the game's dancing, dressphere transformation system, and grief-driven plot shifting from objects of disdain to sites of celebration among queer and nonqueer players.
  • X-2 is positioned as the counterpart to Final Fantasy X, which centers a male protagonist contesting religious sacrifice, while X-2 follows its female lead through the aftermath of that upheaval.
DiGRAJun 2026
Cover of 2022 Israeli Mobile Game Market Report
Report40 pages

2022 Israeli Mobile Game Market Report

The 2022 Israeli mobile-game market is portrayed as a rapidly expanding sector that now commands a global presence, with the analysis aiming to quantify its economic weight, identify the drivers behind its growth, and assess its competitive standing worldwide.

  • The Israeli mobile game market generated approximately $9 billion in revenue in 2022, supported by 200 development studios and a workforce of 14,000 employees.
  • Major Israeli publishers including Playtika, Plarium, Moon Active, and Crazy Labs have established themselves as global leaders by maintaining diversified portfolios across social, casino, RPG, and simulation genres.
  • While social and casual titles attract the highest investment and install volumes, action, strategy, and hyper-casual games—exemplified by titles like Coin Master, PUBG Mobile, and Fill the Fridge!—lead in total downloads and earnings.
SocialPetaJul 2022
Cover of The Israeli Mobile Game Market Report (2022)
Report40 pages

The Israeli Mobile Game Market Report (2022)

The Israeli mobile game market reached approximately $9 billion in 2021, driven by more than 200 companies and 14,000 employees.

  • The Israeli mobile game market reached approximately $9 billion in 2021, supported by over 200 companies and 14,000 employees.
  • Flagship titles demonstrate massive scale: Coin Master generated $1.3 billion in 2021 with 2,500 daily creatives, while RAID: Shadow Legends surpassed $700 million in revenue and 50 million downloads.
  • Casual, puzzle, and hyper-casual games now account for one-third of global mobile game advertising spend, bolstered by pandemic-era growth in user acquisition.
SocialPetaJan 2022
Cover of Design Bleed: A Standpoint Methodology for Game Design
Whitepaper18 pages

Design Bleed: A Standpoint Methodology for Game Design

"Design Bleed: A Standpoint Methodology for Game Design" argues that designers' personal experiences, affects, and embodied skills should shape games rather than being suppressed by what the authors call a "hegemony of play," a set of rigid roles and conventional development norms.

  • Design bleed is a standpoint methodology in which designers' personal experiences, affects, and embodied skills carry over into game design, valued for 'strong relevance' and 'strong objectivity' rather than measured against universal 'best practice'.
  • The authors argue that designers' personal experience should not be suppressed by a 'hegemony of play', a set of rigid roles and conventional development norms, and position design bleed as a community-affirming tool especially valuable for marginalised creators.
  • The core evidence comes from two game jam case studies, Lovebirds and Get Your Rocks On, supplemented by examples such as Ritual of the Moon and Anthology of Intimacy, where teams let personal skills, sensory experiences, and shared 'golden moments' drive design decisions over productivity pressures.
DiGRAJan 2020
Cover of Bonding with Horses and Other Animals in Breath of the Wild
Whitepaper4 pages

Bonding with Horses and Other Animals in Breath of the Wild

This extended abstract, presented at DiGRA 2018 by Frederic Seraphine of the University of Tokyo, examines how the animal and horse systems in Breath of the Wild (Nintendo, 2017) foster player attachment to non-human artificial agents.

  • Imperfect, variable animal behavior, such as a horse's delayed readiness for riding and unpredictable control responsiveness, gives animals a sense of personality, while fully trained, predictable behavior risks making them feel impersonal.
  • Generic and repetitive animal mechanics strip creatures of subjectivity and expose the game's artificiality, undermining player attachment to non-human agents.
  • Naming and accessory customization function as appropriation mechanics that let players project personality onto animals and support emergent, player-authored narrative.
DiGRAJan 2018
Cover of Time to Reminisce and Die: Representing Old Age in Art Games
Whitepaper12 pages

Time to Reminisce and Die: Representing Old Age in Art Games

"Time to Reminisce and Die: Representing Old Age in Art Games" argues that the medium's depictions of aging are narrow, and that older characters are rarely developed as complete, agentic figures.

  • Depictions of older characters in art games are narrow: aging is most often framed through impairment, failure, cognitive decline, and death rather than as a full life stage.
  • Elderly characters typically serve as rhetorical devices for meditating on mortality rather than as protagonists with their own goals, interiority, or capacity for growth.
  • Aging is commonly modeled procedurally as degradation, expressed through slowness, diminished ability, or eventual failure.
DiGRAJan 2015