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Cover of Agency and the Free Will Debate
Whitepaper2 pages

Agency and the Free Will Debate

This paper examines the term "agency" within Game Studies, arguing that it is frequently used as a synonym for interactivity when it deserves a more precise meaning.

  • The paper argues that 'agency' in Game Studies is often conflated with interactivity, and that it deserves a more precise meaning requiring a further level of player empowerment beyond manipulating an interface to control a presence in a gamespace.
  • The central conclusion is that agency is a valid and useful term for Game Studies, with its value lying less in establishing whether a player acts and more in examining what actions a game permits and whether those actions can usefully be called agency.
  • Drawing on the philosophical free will debate, the paper treats the player as an agent, invoking Aristotle's 'mover unmoved', while cautioning that the game itself acts as a cause upon the player, and where that causal influence is unavoidable, the possibility of agency is removed.
DiGRAJan 2009
Cover of Patterns of Play: Play-Personas in User-Centred Game Development
Whitepaper10 pages

Patterns of Play: Play-Personas in User-Centred Game Development

"Patterns of Play: Play-Personas in User-Centred Game Development" proposes an adaptation of Alan Cooper's human-computer interaction persona framework to game design, introducing "play-personas" as clusters of preferred interaction and navigation behaviors.

  • The report adapts Alan Cooper's HCI persona framework to games by introducing "play-personas," which are clusters of preferred interaction and navigation behaviors that let designers keep authorial control while giving players meaningful agency.
  • The authors argue personas should shift from narrative-driven, committee-designed archetypes to data-driven models validated against observed play, justified by cognitive and literary theory such as the pattern-seeking drive and Iser's implied reader.
  • Play-personas operate both as design metaphors encoding designers' behavioral expectations and as analytical lenses built from high-frequency gameplay metrics.
DiGRAJan 2009
Cover of The Player Character as Performing Object
Whitepaper6 pages

The Player Character as Performing Object

This paper argues that the player's relationship to her player character can be productively understood through the lens of puppetry, with the player cast as a puppeteer manipulating a digital figure that ranges from the abstract to the superhuman.

  • The paper argues that the player's relationship to a player character is best understood through puppetry, with the player as puppeteer manipulating a digital figure that doubles as a perceived object and an imagined life.
  • Movement is treated as the primary signifying system of the player character, with exaggeration techniques such as amplification, interruptible animation loops, and constant responsiveness helping players suspend disbelief and identify with the figure.
  • The author contends that the 'figureness' of the player character, rather than realism, is what allows players to bind with the game interface, and that movement design either extends or disrupts play depending on how well it is judged.
DiGRAJan 2009
Cover of In Search of a Minimalist Game
Whitepaper8 pages

In Search of a Minimalist Game

David Myers' essay seeks to isolate a minimalist definition of games by reducing Jesper Juul's six components to four essential elements: prohibitive rules, goals, opposition between player and rules, and representation.

  • Myers reduces Jesper Juul's six components of games to four essential elements: prohibitive rules, goals, opposition between player and rules, and representation.
  • The model treats rules and goals as the most formally observable core, setting aside player effort, attachment, and cultural context because they are difficult to measure.
  • Drawing on Bernard Suits and Wittgenstein, Myers argues that game rules are fundamentally 'rules of denial' that prohibit the most efficient means of reaching a goal, and this self-reflexive prohibition generates the opposition that defines play.
DiGRAJan 2009
Cover of Play as Transgression: An Ethnographic Approach to Queer Game Cultures
Whitepaper7 pages

Play as Transgression: An Ethnographic Approach to Queer Game Cultures

Jenny Sundén's paper offers an ethnographic examination of queer gaming culture, centered on a GLBT guild within World of Warcraft.

  • Sundén's participant-observer ethnography of a GLBT guild in World of Warcraft argues that queer players' "transgressive play" exposes the implicit assumption that game design and community norms are built around a straight, male "ideal player."
  • The central case, the European guild "The Others", had roughly 200 members, about thirty of whom were active, with sexuality functioning as a bonding point expressed through flirtation, queer banter, and in-game perfume mechanics enabling cross-gender romantic play.
  • The 2006 Sara Andrews incident, in which a GLBT-friendly guild announcement drew a warning from Blizzard, illustrates how "straightening devices" regulate queer visibility in online games even as such guilds offer members relief and acceptance.
DiGRAJan 2009
Cover of Age Differences in Associations with Digital Gaming
Whitepaper7 pages

Age Differences in Associations with Digital Gaming

This exploratory study examines how seniors and young adults differ in their associations with digital gaming, using a free association technique to surface perceptions, experiences, and domain knowledge.

  • Young adults produced nearly twice as many free associations with digital gaming as seniors (mean 19.4 versus 10.3) in this Dutch study of 64 seniors (mean age 65.2) and 58 young adults (mean age 23.4).
  • Seniors' associations were more often framed around family and generations (e.g., "youth" and "grandchild"), and they rarely named gaming genres or current consoles such as the Wii or Xbox.
  • Seniors placed greater weight on negative outcomes, especially addiction and addictive qualities, while young adults emphasized positive experiences such as relaxation, fun, challenge, and amusement.
DiGRAJan 2009
Cover of Gameplay Design Patterns for Game Dialogues
Whitepaper8 pages

Gameplay Design Patterns for Game Dialogues

Brusk and Björk's "Gameplay Design Patterns for Game Dialogues," presented at DiGRA 2009, argues that dialogue systems drawn from computational linguistics can be translated into explicit, reusable gameplay design patterns.

  • Brusk and Björk argue that computational linguistics dialogue systems (finite state, form-based, plan-based, and agent-based) can be translated into explicit, reusable gameplay design patterns for game dialogue.
  • Existing linguistic categories fit game dialogue only partially, because game dialogues serve varied purposes, from pure gameplay (ELIZA) to interface (Zork), which motivates a Game State-based approach rather than direct transfer of linguistic models.
  • The authors derive named patterns including Canned Text Responses, Illocutionary Interface, Diegetically Consistent Dialogue, and Context-Dependent Dialogue, and propose speculative extensions such as Incremental Input Processing, Gameplay Integrated Conversations, and Colloquial Mastery.
DiGRAJan 2009
Cover of Exploring Aesthetic Ideals of Gameplay
Whitepaper8 pages

Exploring Aesthetic Ideals of Gameplay

"Exploring Aesthetic Ideals of Gameplay" develops a theoretical framework for understanding how game rules and player interaction combine to produce aesthetic experiences.

  • The paper argues that gameplay aesthetics is a distinct subfield that designers can deliberately shape through rules, mechanics, and player interaction, rather than an incidental byproduct of play.
  • Its main contribution is a taxonomy of seven aesthetic ideals (Pottering, Emergence, Light Games, Player Adaptability, Meditation, Reenactment, and Camaraderie), each defined by a characteristic combination of gameplay properties and illustrated with representative titles.
  • The ideals are intentionally loose categories analogous to art movements rather than formal genres, and the authors acknowledge they are not exhaustive and await empirical validation.
DiGRAJan 2009
Cover of "How Many Headshots You've Done": Achievement as Discursive Practice in Videogame Play
Whitepaper8 pages

"How Many Headshots You've Done": Achievement as Discursive Practice in Videogame Play

Molesworth's paper argues that achievement in videogame play functions as a discursive practice through which adults reproduce a sense of individualised progress that is otherwise lacking in their work and consumer lives.

  • The paper argues that achievement in videogame play acts as a discursive practice that lets adults recreate a sense of individualised progress missing from their work and consumer lives, drawing on Bauman's account of an episodic, individualised society.
  • The study is based on 24 phenomenological interviews with adult players in southern England, conducted between June and October 2006, comprising roughly 50 hours of recordings.
  • Three recurring themes emerged: anticipating new hardware and releases, experiencing progress through accumulating in-game achievements or crafting something from nothing, and using play to offset work and domestic stress and boredom.
DiGRAJan 2009
Cover of What Sort of Fish Was It?: How Players Understand Their Narrative in Online Games
Whitepaper7 pages

What Sort of Fish Was It?: How Players Understand Their Narrative in Online Games

This paper examines how players of massively multiplayer online role-playing games (MMORPGs) interpret and reshape game narratives, drawing on the concept of "textual poaching" from fan studies.

  • Online gaming communities are treated as legitimate, complex social entities that justify their conduct by drawing on competing rule sets: in-game norms, end-user license agreements, and informal community codes.
  • Players in MMORPGs such as World of Warcraft operate within a text they simultaneously critique and rewrite, a condition the paper calls 'narrative flux', drawing on fan-studies concepts of 'textual poaching'.
  • In the Onyxia case, a narratively engaged minority of players altered the game's storyline while most players remained largely unaware of the underlying quest chain and its consequences.
DiGRAJan 2009
Cover of Understanding Empathy in Children through 3D Character Design
Whitepaper7 pages

Understanding Empathy in Children through 3D Character Design

This study investigates whether an empathic bond between computer-generated 3-D characters and children can effectively communicate a healthy nutrition message.

  • Empathic 3-D characters can communicate nutrition messages to children, with the research engaging about 75 children aged seven to nine from two primary schools in Wellington, New Zealand.
  • Children expressed adult-like concerns about nutrition, but these stated concerns rarely translated into changes in dietary behaviour.
  • Similarity in physical appearance and a social hierarchy among peers strongly shaped how much children empathised with characters.
DiGRAJan 2009
Cover of Press Enter or Escape to Play: Deconstructing Escapism in Multiplayer Gaming
Whitepaper9 pages

Press Enter or Escape to Play: Deconstructing Escapism in Multiplayer Gaming

This study examines escapism in multiplayer gaming, arguing that the concept is widely used in game research yet remains loosely defined and unevenly evaluated, with its negative connotations often treated as the default.

  • Escapism in multiplayer gaming is loosely defined and unevenly evaluated in research, with its negative connotations often treated as the default, though the authors argue it carries both healthy and unhealthy meanings.
  • The authors propose a framework distinguishing four escapist motivations (mundane breaking, stress relief, pleasure seeking, and imagination conjuring) from activity types ranging from evasive and passive to active and extreme.
  • In focus-group research with clan and guild gamers, pleasure seeking was the most important escapist motivation (4.54 on a 5-point scale), while imagination conjuring ranked lowest (2.71).
DiGRAJan 2009

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