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Documents

Cover of Build It to Understand It: Ludology Meets Narratology in Game Design Space
Whitepaper12 pages

Build It to Understand It: Ludology Meets Narratology in Game Design Space

The document posits that constructing experimental games is an essential methodology for advancing game studies, particularly in resolving theoretical conflicts such as the long-standing debate between ludology and narratology.

  • Mateas and Stern argue that building experimental games yields theoretical and design insights that purely analytical study of existing titles cannot reach, because analysis cannot anticipate new regions of design possibility.
  • The authors contend that ludologist skepticism about combining player agency with strong narrative partly reflects the absence of successful agency-rich narratives, and they test this claim with their interactive drama Façade.
  • Façade recasts story interactions as abstract social games (affinity, hot-button, and therapy games) driven by natural-language discourse acts and coordinated by a layered architecture and drama manager managing multiple narrative fronts.
DiGRAJan 2005
Cover of Augmented Board Games: Enhancing Board Games with Electronics
Whitepaper7 pages

Augmented Board Games: Enhancing Board Games with Electronics

This paper explores the concept of "Augmented Board Games," which integrate computational power and electronics to enhance traditional board game functionality and gameplay.

  • The paper, presented at DiGRA 2005, maps the design space of augmented board games (traditional board games extended with electronics, sensors, and computing), with the goal of mapping subspaces rather than producing a complete taxonomy.
  • The authors set three research priorities: minimize unempowering or tedious player activities, provide mechanics impossible or impractical without technology, and preserve the social environment of non-augmented board games.
  • Purely aesthetic augmentation was deliberately excluded unless it arose as a side effect of gameplay improvements.
Interactive InstituteJan 2005
Cover of Player as Author: Conjecturing Online Game Creation Modalities and Infrastructure
Whitepaper8 pages

Player as Author: Conjecturing Online Game Creation Modalities and Infrastructure

The document proposes an "emancipatory movement" to address creative stagnation in the video game industry by empowering players to become authors in the game creation process, moving beyond a traditional producer-consumer dichotomy.

  • The paper argues the videogame industry has entered creative stagnation, marked by sequels, familiar genre templates, and tight production control, and that the producer-consumer dichotomy limits innovation.
  • Its central thesis is that players should be recognized and enabled as authors who create game content, scenarios, mods, and entirely new games, framed as an emancipatory movement.
  • Cited examples of player authorship include user-generated machinima, photo-novel stories produced from The Sims, object scripting in Second Life, and modding communities supported by Valve and id Software.
DiGRAJan 2005
Cover of Connecting Worlds: Fantasy Role-Playing Games, Ritual Acts and the Magic Circle
Whitepaper13 pages

Connecting Worlds: Fantasy Role-Playing Games, Ritual Acts and the Magic Circle

This analysis examines the intricate relationship between fantasy role-playing games (RPGs), ritual acts, and the construction of identity within the fantasy subculture in the Netherlands.

  • Marinka Copier argues that fantasy role-playing games should be studied as part of a broader fantasy subculture rather than as isolated objects, and that the prevailing use of Johan Huizinga's "magic circle" concept in game studies misrepresents his original ideas.
  • The paper contends that the play space is not a fixed chalk-line boundary, as Salen and Zimmerman's visualization suggests, but is actively constructed through negotiation and ritual acts such as bricolage.
  • Role-playing is framed through ritual and performance theory (Turner, van Gennep, Schechner), treating RPGs as collections of performances that connect worlds rather than as activities bounded off from everyday life.
DiGRAJan 2005
Cover of The Expressions of Colours
Whitepaper15 pages

The Expressions of Colours

The document, "The Expressions of Colours," explores the psychological and cultural impact of colors in digital games, arguing that a conscious application of color theory can significantly enhance player experience, immersion, and information conveyance.

  • Colour meaning in games rests on three overlapping layers, innate, personal, and cultural, so designers must account for both universal associations and regional differences such as red signifying weddings in China versus white in Western weddings.
  • Colour-vision deficiency affects roughly one in twelve men, a significant concern because most players are male, making accessible palette choices important for designers.
  • The paper argues that game designers should use colour deliberately rather than intuitively, applying its meanings to character costuming, interface elements, and environmental palettes.
DiGRAJan 2005
Cover of Towards Emotionally Adapted Games Based on User Controlled Emotion Knobs
Whitepaper9 pages

Towards Emotionally Adapted Games Based on User Controlled Emotion Knobs

This paper proposes a framework for emotionally adapted games that utilize "emotion knobs" to allow users to regulate their emotional experience during gameplay.

  • The paper proposes an "emotion knob," a user-controlled mechanism that adjusts a game's emotional impact along the valence and arousal dimensions of the circumplex model of emotion, letting players deliberately facilitate or avoid particular emotional states.
  • The framework is built on Psychological Customization, which tailors interface layout, modality, narrative structure, and pacing to produce transient effects such as emotion, attention, and presence.
  • Transient narrative emotions such as fear, satisfaction, and aggression are seen as the most natural targets for manipulation, while eliminating basic emotions is judged less feasible than controlling their intensity.
DiGRAJan 2005
Cover of Virtually Visual: The Effects of Visual Technologies on Online Identification
Whitepaper6 pages

Virtually Visual: The Effects of Visual Technologies on Online Identification

This study investigates how visual elements in online games affect player identification with their online selves, arguing that while visual environments can ease initial identification, limitations on character appearance, movement, and interaction can compromise this benefit.

  • The paper argues that visual rendering aids immersion and online selfhood in graphical games, but that pre-coded limits on appearance, movement, and interaction can undermine the identity play that visuality enables.
  • Its central claim is that the fluid, boundless identity exploration found in earlier text-based world research does not transfer cleanly to graphical environments, where bodies and actions must be built in advance.
  • Using World of Warcraft as its case, the study combines 15 to 20 weekly hours of participant observation across multiple races, factions, and two servers with analysis of over 1,500 player forum complaints and suggestions from December 2004 to April 2005.
DiGRAJan 2005
Cover of Towards the Unification of Intuitive and Formal Game Concepts: Applications to Computer Chess
Whitepaper6 pages

Towards the Unification of Intuitive and Formal Game Concepts: Applications to Computer Chess

The document proposes a general technique for formalizing intuitive, human-oriented game concepts like defensive play, attack, and tactical play in competition thinking games, specifically computer chess.

  • The paper proposes formalizing intuitive concepts such as attack, defense, threat, sacrifice, and playing styles by modifying the board position before running a conventional move-selection algorithm, rather than relying only on heuristic evaluation.
  • The approach generalizes the null-move technique into a family of 'modifiers' that add, delete, relocate, or change pieces, with each modification tied to a specific concept: deleting one's own piece simulates attack, adding an opponent piece simulates defense, and granting an extra move simulates threat.
  • Illustrative chess positions show a queen substituted for a pawn revealing a forced mating sequence, and a knight substitution guiding multi-move planning, though these are qualitative demonstrations only.
DiGRAJan 2005
Cover of Game Engineering for a Multiprocessor Architecture
Whitepaper12 pages

Game Engineering for a Multiprocessor Architecture

This paper proposes a new model for computer game programming to leverage future multiprocessor architectures in game consoles and personal computers, moving beyond the traditional sequential game loop.

  • The authors argue future consoles and PCs will likely adopt symmetric multiprocessor architectures, so the traditional sequential game loop should be replaced with a concurrent design organised as a cyclic task-dependency graph run by a scheduler across worker threads.
  • The model was implemented in a Concurrent Game Programming Framework providing synchronisation primitives, thread creation objects, and a task manager, and was tested by decomposing a nineteen-task sequential loop from a 3D capture-the-flag car game.
  • On a Hyper-Threaded Intel Pentium 4 at 2.80 GHz (two logical processors), the framework with one, two, or four workers produced no performance gain over the sequential loop, which the authors attribute to the model needing roughly three processors before benefits appear.
DiGRAJan 2005
Cover of Designing Sound for a Pervasive Mobile Game
Whitepaper7 pages

Designing Sound for a Pervasive Mobile Game

This document examines the critical role of sound design in pervasive mobile games, using "The Songs of North" as a case study.

  • Sound is argued to be a primary information channel for pervasive mobile games, especially where players cannot look at a screen, such as walking through busy streets, and where small mobile displays limit visual feedback.
  • The prototype The Songs of North, built for the Nokia N-Gage by the Hypermedia Laboratory at the University of Tampere, uses GSM cell positioning to track players acting as shamans, so that physical movement becomes a core game mechanic.
  • Players monitor their spirits and game-world events through audio, with visual information available on demand, allowing gameplay to continue while players walk.
DiGRAJan 2005
Cover of Gaming Mind, Gaming Body: The Mind/Body Split for a New Era
Whitepaper6 pages

Gaming Mind, Gaming Body: The Mind/Body Split for a New Era

This paper examines the complex relationship between players, their physical bodies, and virtual bodies within First-Person Shooter (FPS) games, arguing that FPS gameplay leads to a "double erasure" of the body.

  • The paper argues that first-person shooter play produces a double erasure of the body: the player's physical body recedes from awareness, and the avatar also becomes invisible because attention stays fixed on actions rather than on the character performing them.
  • Drawing on Drew Leder's phenomenology and Randy Martin's social theory, the author contends FPS play foregrounds only the mind, reinforcing a Cartesian mind/body split and naturalizing the body's disappearance from everyday social life.
  • The argument rests on an interpretive, ethnographically informed reading of an 80-plus person overnight LAN gathering at Indiana University in November 2003, where players used Counter-Strike, Desert Combat, and Unreal Tournament, rather than on quantitative data or a survey sample.
DiGRAJan 2005
Cover of Troubling 'Games for Girls': Notes from the Edge of Game Design
Whitepaper7 pages

Troubling 'Games for Girls': Notes from the Edge of Game Design

This paper explores the complexities of designing games for middle school girls, challenging the universal categorization of female players and their preferences.

  • Women make up only about 10 percent of US game industry workers and rarely shape design decisions, a gap the paper links to the design choices made for girls.
  • Flanagan argues that 'girls' should not be treated as a uniform category with fixed preferences, since grouping them together risks reinforcing the stereotypes designers aim to challenge.
  • Fieldwork with roughly 60 mostly African American girls aged 11 to 13 from New York housing projects found stated preferences leaning toward action, challenge, competition, and fear, with Grand Theft Auto and Mortal Kombat favored over traditional caregiving titles.
DiGRAJan 2005

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