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Documents

Cover of Neighborhood Making of Story Games: Accessible Joy in Low-Tech Design
Report21 pages

Neighborhood Making of Story Games: Accessible Joy in Low-Tech Design

The document, "Neighborhood Making of Story Games: Accessible Joy in Low-Tech Design," explores the development and impact of community-focused, low-tech story games designed for public benefit.

  • The central argument is that low-technology, community-oriented story games with minimal materials and location-based design can add narrative meaning to neighborhoods while remaining accessible across ages and abilities.
  • These approaches are framed as practical, low-cost alternatives to resource-intensive digital media, drawing on tabletop, role-playing, improvisational, and small-scale community game design traditions.
  • A Milton Public Library bird-sculpture story game gave three sculpted birds distinct personalities and delivered narrative and local history through text messages.
DiGRAJun 2026
Cover of Reading Queer Autobiographical Games Through the Lens of Memory and Identity Studies
Whitepaper15 pages

Reading Queer Autobiographical Games Through the Lens of Memory and Identity Studies

The document analyzes queer autobiographical videogames through the theoretical frameworks of memory and identity studies, proposing an alternative to the dominant "empathy" paradigm in games research.

  • The paper argues that memory and identity studies, drawing on Lejeune, Eakin, Candau, and Pollack, offer a more productive framework than the dominant 'empathy' lens for analysing queer autobiographical games.
  • Analysis is organised around four autobiographical categories: the autobiographical pact, the proper name, the homeostatic function, and the display of 'normalcy'.
  • dys4ia resists narrative resolution through an open-ended, diary-like structure that subverts identity closure, while Coming Out Simulator undermines its own factual claims in a way that mirrors the protagonist's need to conceal identity.
DiGRAJun 2026
Cover of Intersectional Pleasures of Anomie: Helldivers 2 and Democracy at Play
Whitepaper12 pages

Intersectional Pleasures of Anomie: Helldivers 2 and Democracy at Play

The analysis posits that Helldivers 2's significant global success is rooted in its capacity to convert systemic instability into a source of player enjoyment, rather than frustration.

  • The paper argues that Helldivers 2's unstable, frequently patched design, with constant balance shifts, chaotic missions, and recurring spectacle, drives engagement by provoking voluntary experimentation, craftsmanship-driven mastery, and communal knowledge-building rather than frustration.
  • Author Edward D. Smith frames the appeal as the "intersectional pleasures of anomie," a mechanism located at the convergence of instability, spectacle, communal craft, contradiction, and charismatic meaning-making, grounded in theorists including Durkheim, Benjamin, Veblen, Stouffer, and Weber.
  • The paper cites over 19 million copies sold and a Steam peak concurrency near 460,000 as evidence of the game's commercial scale.
DiGRAJun 2026
Cover of Games with Culture: Using Cultural Heritage as Game-Making Material
Whitepaper24 pages

Games with Culture: Using Cultural Heritage as Game-Making Material

The study "Games with Culture: Using Cultural Heritage as Game-Making Material" examines how young people engage with cultural heritage through game creation, drawing on an analysis of 116 games developed by over 400 youths in 12 cultural game jams across three European Union cities.

  • The EPIC-WE project (Horizon Europe, 2023–2026) involved over 400 people aged 15 to 25 producing 116 games across twelve cultural game jams in Aarhus, Hilversum, and Óbidos, with the central argument that game-making can become culture-making by transforming tangible or intangible heritage into interactive design material.
  • The authors propose a 'games through culture' versus 'games for culture' framework, where heritage becomes design substance in the former and games prompt societal dialogue, including around EU values, in the latter, offered as a heuristic rather than a validated model.
  • Of the 116 prototypes, 102 expressed at least one EU value, with freedom appearing most often (44 percent) and human rights least often (3 percent), while democracy and the rule of law were also less common, suggesting facilitators may need to make abstract values more appealing to young players.
DiGRAJun 2026
Cover of Gameful Disconnection: How Digital Detox and Productivity Apps Blend Play, Work, and Profit
Whitepaper17 pages

Gameful Disconnection: How Digital Detox and Productivity Apps Blend Play, Work, and Profit

The document, "Gameful Disconnection: How Digital Detox and Productivity Apps Blend Play, Work, and Profit," examines the paradoxical nature of applications designed to help users regulate smartphone use.

  • The study examines three digital detox and productivity apps (Habitica, Hatch, and Plantie) through a walkthrough method, with each app used for roughly two weeks in spring 2025.
  • The apps draw heavily on roleplaying, idle, collecting, and farming game conventions to make reducing smartphone use engaging.
  • Hatch's detox timer is identified as its core affordance, but its collectability-driven engagement appears to have a limited lifespan.
DiGRAJun 2026
Cover of The Multidimensional Spectrum of Abstraction, Realism and Cultural Meaning in Serious Games
Whitepaper17 pages

The Multidimensional Spectrum of Abstraction, Realism and Cultural Meaning in Serious Games

The paper introduces a comprehensive framework for analyzing abstraction, realism, and cultural meaning in serious games, centered on the "Domain Culture System" as a seventh dimension.

  • The paper argues that existing abstraction-realism frameworks for serious games (covering visual, audio, mechanical, rule-based, narrative, and feedback fidelity) omit cultural meaning, and proposes culture as a seventh design dimension.
  • Abstraction does not make a game culturally neutral, because players bring the values, practices, and norms of their own domain to every interaction.
  • The core conceptual contribution is the Domain Culture System, which treats culture as an interconnected system of ideology, practice, and material rather than as isolated features.
DiGRAJun 2026
Cover of Exploring VR Shinrin-Yoku Stress Relief: A Comparative Study of Virtual and Multi-Sensory Extended Reality Environments
Whitepaper18 pages

Exploring VR Shinrin-Yoku Stress Relief: A Comparative Study of Virtual and Multi-Sensory Extended Reality Environments

This study explores the efficacy of virtual reality (VR) and extended reality (XR) environments in facilitating stress relief through a "shinrin-yoku" (forest bathing) experience.

  • The study tested a VR forest experience modeled on shinrin-yoku (forest bathing) on a Meta Quest 2, comparing a purely VR condition against a multisensory XR condition that added physical props such as a real log, potted flowers, a fan, and a scent diffuser.
  • Both groups, 12 participants split evenly between conditions in a between-subjects design, improved on positive and negative affect (PANAS and ZIPERS scales), with some post-environment scores roughly doubling relative to post-stress levels.
  • The gains were broadly comparable to those reported by Masters et al. (2022), suggesting a stylized, less photorealistic but more interactive environment can be similarly restorative.
DiGRAJun 2026
Cover of The Joy of Exploration: A Qualitative Study of Temporal Changes in Player Experiences
Whitepaper22 pages

The Joy of Exploration: A Qualitative Study of Temporal Changes in Player Experiences

This qualitative study, "The Joy of Exploration: A Qualitative Study of Temporal Changes in Player Experiences," investigates the evolving nature of exploration pleasure in open-world single-player games, excluding MMOs.

  • Exploration joy in open-world games follows a consistent arc across a single game's lifespan: intense novelty early on, a peak mid-game, then decline as play becomes more efficient and goal-oriented.
  • The authors name 'exploration nostalgia' as a melancholy longing to recapture first-discovery emotions, which emerges as familiarity builds over repeated play and is proposed as a distinct construct worth measuring.
  • Findings come from semi-structured interviews with 16 experienced players who each logged at least 50 hours in open-world titles, averaging roughly 182 hours per player.
DiGRAJun 2026
Cover of How to be Non-Human: A Thematic Analysis of Animal Embodiment in VR Games
Whitepaper21 pages

How to be Non-Human: A Thematic Analysis of Animal Embodiment in VR Games

The document presents a thematic analysis of animal embodiment in virtual reality (VR) games, examining how non-human perspectives are represented and the inherent design challenges.

  • The report centers on Animal Embodiment Simulators (AES), a niche within VR gaming that it treats as a distinct area of study for non-human embodiment rather than a peripheral novelty.
  • Its core concept is non-human embodiment: players inhabit animal-themed virtual bodies, and the report examines how this shapes perception and identity when the virtual body departs from human anatomy.
  • Recurring design motifs include human behavior paired with animal features and hybrid human-animal forms, which the analysis uses to frame player experience.
DiGRAJun 2026
Cover of The Pleasurable Stress of the VRAVG Beat Saber: A Mixed-Methods Study
Whitepaper18 pages

The Pleasurable Stress of the VRAVG Beat Saber: A Mixed-Methods Study

This mixed-methods study investigated the wellbeing effects of playing the virtual reality active video game Beat Saber, focusing on how it influences affect, playfulness, and stress.

  • A 60-minute Beat Saber session significantly increased positive affect and produced a large reduction in negative affect among 34 university participants, in an exploratory, uncontrolled mixed-methods study.
  • Perceived exertion stayed in the light-to-moderate range (average 4.23 on a 10-point scale), suggesting the stress-related benefits occurred without heavy physical strain.
  • Lighthearted and whimsical playfulness rose significantly during play, but mediation effects were not supported, and overall playfulness traits changed little.
DiGRAJun 2026
Cover of Play in Context: Adapting Game-Based Learning for African Cultural Frameworks
Whitepaper22 pages

Play in Context: Adapting Game-Based Learning for African Cultural Frameworks

"Play in Context: Adapting Game-Based Learning for African Cultural Frameworks" argues that conventional Western game-based learning (GBL) models are largely ineffective in African settings due to fundamental mismatches with local cultural frameworks, technological realities, and learning traditions.

  • The report argues that dominant Western game-based learning models, with competitive mechanics, bandwidth-heavy delivery, and English-dominant interfaces, marginalize African learners and need systemic adaptation rather than superficial localisation.
  • Its proposed Four-Layer Adaptation Framework covers Values and Ethics, Power and Narrative, Practice and Production, and Equity and Infrastructure, and is framed around South African conditions rather than as a universal African model.
  • The empirical basis is a South African university pilot with 74 video game design students who co-created African-themed games guided by seven Ubuntu-aligned themes, including inclusive teamwork, gender sensitization, and community engagement.
DiGRAJun 2026
Cover of Designing Open Dialogue Systems for LLM-Based NPCs
Whitepaper21 pages

Designing Open Dialogue Systems for LLM-Based NPCs

The document introduces an "open dialogue system" for video game Non-Player Characters (NPCs) that leverages Large Language Models (LLMs) to generate dynamic, player-driven conversations, aiming for a more natural and immersive experience than traditional pre-scripted options.

  • The paper proposes free-form typed dialogue with NPCs, where an LLM generates responses under pre-written "directing prompts" that constrain behavior, positioning this against historical text-parser and menu-based dialogue systems.
  • Its central thesis is that LLM reasoning, including step-by-step and causal reasoning, lets game state change through qualitative semantic judgments rather than numerical win conditions.
  • Rather than seeking deterministic outputs, the authors treat both player input and model output as non-deterministic and achieve predictability through system-level instructions that shape every response.
DiGRAJun 2026

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