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DiGRA

Association1,125 reports · 296 articles

The Digital Games Research Association: the international association of academics and professionals who study digital games. Its Digital Library holds the proceedings of the DiGRA conferences since 2002.

Documents

Cover of Describing Games: An Interaction-Centric Structural Framework
Whitepaper13 pages

Describing Games: An Interaction-Centric Structural Framework

Björk and Holopainen's "Describing Games: An Interaction-Centric Structural Framework" proposes a vocabulary for describing games that serves as a bridge between abstract game theory and the practical needs of game designers.

  • The framework's core contribution is a shared terminology for describing game structure and player interaction, rather than empirical findings.
  • Björk and Holopainen argue that existing models from game theory and play theory are either too abstract to guide design or too narrow to apply broadly, and position their interaction-centric structure as a complement to game design patterns.
  • The framework organizes game components into four categories: holistic, bounding, temporal, and objective, with each core concept situated in one of them.
DiGRAJan 2003
Cover of Participatory Design and Opposing Interests in Development of Educational Computer Games
Whitepaper8 pages

Participatory Design and Opposing Interests in Development of Educational Computer Games

This study examines a participatory design process in which a class of 11- and 12-year-old Danish children was invited to help design a mathematics-education computer game, with the aim of producing a game engaging enough that children would voluntarily play it outside school.

  • The study examined a participatory design process in which 11- and 12-year-old Danish children helped design a math-education computer game meant to be engaging enough that they would voluntarily play it outside school.
  • The children's ideas had little practical effect on the final design, mainly because the developers adopted their own time-travel concept early, where it was perceived as strong and hard to modify.
  • A key organizational failure was that the developers did not attend the workshops, so insights from the children reached them only secondhand through researchers as general guidelines that were hard to integrate.
DiGRAJan 2003
Cover of Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design
Whitepaper14 pages

Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design

Koivisto's study examines how game design shapes the strength of community in massively multiplayer online role-playing games, arguing that design choices in communication systems, character and world design, personalization, housing, team formation, and onboarding meaningfully influence whether players form lasting social…

  • Customizable player housing and guild halls, which let players leave lasting traces in the game world, were found to be particularly effective at building interdependence and community.
  • Communities tend to flourish when games offer broad communication options, persistent asynchronous messaging, and room for player expressiveness, while restrictive tools like Toontown's SpeedChat make enduring friendships harder to form.
  • Non-zero-sum experience sharing in Anarchy Online strongly encourages group formation, whereas higher-stakes environments in Anarchy Online and Ultima Online lead players to team mostly with friends.
DiGRAJan 2003
Cover of Parental Mediation of Children's Video Game Playing: A Similar Construct as Television Mediation
Whitepaper14 pages

Parental Mediation of Children's Video Game Playing: A Similar Construct as Television Mediation

A 2002 Dutch study of 536 parent-child pairs, with children aged 8 to 18, examines how parents mediate their children's video game play and whether this mediation mirrors the established framework used for television.

  • Parental mediation of children's video games mirrors the established television mediation framework, comprising three factors: restrictive mediation, evaluative mediation, and conscious co-playing.
  • Parent and child reports of mediation strategies agreed strongly, with correlations between 0.69 and 0.79, based on a 2002 Dutch study of 536 parent-child pairs with children aged 8 to 18.
  • Restrictive mediation was the most common strategy for both parents and children, while conscious co-playing was the least frequent, diverging from earlier television research.
DiGRAJan 2003
Cover of Breaking the Flow: Intervention in Computer Game Play Through Physical and On-Screen Interaction
Whitepaper12 pages

Breaking the Flow: Intervention in Computer Game Play Through Physical and On-Screen Interaction

This study investigates whether interventions can interrupt the immersive "flow" state that draws children aged 10 to 15 into excessive computer game play.

  • The study tested a four-stage intervention model (normative, informative, interactive, disruptive) in three prototype forms within a Pac-Man-style game, aiming to break the immersive flow state that draws children aged 10 to 15 into excessive play.
  • In a 10-participant experiment in the Snack Attack game, participants agreed significantly on rankings of both effectiveness (Kendall's W = 0.57) and enjoyment (Kendall's W = 0.73).
  • The physical robot agent, which required players to leave the keyboard, was ranked the most effective and most fun intervention, with qualitative feedback praising its attention-grabbing quality.
DiGRAJan 2003
Cover of Is Electronic Community an Addictive Substance?
Article

Is Electronic Community an Addictive Substance?

This paper contends that labeling online games such as EverQuest as "addictive" is a misleading framing that obscures what is often a deeper problem of social isolation and unmet need for community.

  • The paper argues that labeling online games like EverQuest as "addictive" is a misleading framing that obscures deeper problems of social isolation and unmet need for community.
  • The authors contend that media coverage and policy portray heavy players as helpless victims of a compulsive product, overlooking the life circumstances and social motivations driving their engagement.
  • Based on six months of ethnographic fieldwork with three EverQuest players and one psychiatrist, the authors find engagement is driven mainly by guild membership, group play, social status, and a sense of accomplishment.
DiGRAJan 2003
Cover of "You Shoot Like a Girl!": The Female Protagonist in Action-Adventure Video Games
Whitepaper15 pages

"You Shoot Like a Girl!": The Female Protagonist in Action-Adventure Video Games

This study examines how female protagonists are constructed in action-adventure video games, using a content analysis of three 2002 titles: Metroid Prime, Resident Evil, and Eternal Darkness.

  • The study is a content analysis of three 2002 action-adventure games (Metroid Prime, Resident Evil, and Eternal Darkness) and argues that their female protagonists nominally challenge gender norms while their heroism is repeatedly qualified.
  • Jill Valentine (Resident Evil) is cast as a victim, damsel, and target of abuse, while Alex (Eternal Darkness) remains largely passive until the final battle, undercutting their agency.
  • Samus Aran (Metroid) is the most gender-neutral and emotionally unmarked of the three, largely avoiding the victimization and beauty conventions shaping Jill and Alex, partly because her armored suit sidesteps Western beauty ideals.
DiGRAJan 2003
Cover of Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age
Whitepaper14 pages

Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age

Game design has long relied on the intuitions of "hardcore" players, who make up roughly 10 percent of the audience, a pattern that risks leaving casual players underserved.

  • Game design has long relied on the intuitions of 'hardcore' players, who make up roughly 10 percent of the audience, risking neglect of the casual majority.
  • The authors argue casual players can be reached through systematic psychological research rather than derivative design, and that an optimal level of resemblance to reality, rather than maximal realism, may better serve broad appeal.
  • Survey evidence suggests around 30 percent of digital game players are female, concentrated in short Flash games, though the authors acknowledge much of their game taxonomy rests on incomplete demographic data.
DiGRAJan 2003
Cover of How Videogames Express Ideas
Whitepaper15 pages

How Videogames Express Ideas

Matthew Weise's essay "How Videogames Express Ideas" argues that videogames are a legitimate medium of expression deserving constitutional protection, and it takes as its starting point the 2002 U.S.

  • The essay takes as its starting point the 2002 U.S. District Court ruling in the Limbaugh case, which held that videogames are not protected speech under the First Amendment, and argues that this ruling rested on two misconceptions: that rule-based gameplay cannot carry expressive meaning, and that non-playable narrative sequences are arbitrary additions.
  • Weise rejects both premises by drawing an analogy to improvisational theater, arguing that rule-governed systems can communicate ideas when layered with symbolism.
  • The analysis is organized around three expressive strategies: non-playable sequences, rule-based systems, and the interaction between them, with the combination considered most powerful because mechanics can reinforce narrative meaning in ways non-interactive media cannot.
DiGRAJan 2003
Cover of The Attack of the Backstories (and Why They Won't Win)
Article

The Attack of the Backstories (and Why They Won't Win)

David Myers' essay, along with the broader argument it represents, contends that backstories are not essential to computer game play.

  • The core claim is that backstories are not essential to computer game play: players engage meaningfully through innate semiotic capacities without knowing a game's conventional meanings, so backstories belong to design and convention rather than to play itself.
  • Backstories act as contexts of design that help role-playing games with more obscure goals that depend on contextual knowledge, while being largely inconsequential in action franchises such as Mario and Doom.
  • Evidence from Ultima and Ultima Online shows players often treat narrative-linked rules as mechanics to exploit rather than story elements to honor, and in Master of Orion, gameplay balance outweighs narrative in shaping player experience.
DiGRAJan 2003
Cover of Developing a Hybrid of MMORPG and LARP Using Usability Methods: The Case of Takkar
Article

Developing a Hybrid of MMORPG and LARP Using Usability Methods: The Case of Takkar

This paper investigates whether a Live Action Role-Playing game (LARP) and a massively multiplayer online role-playing game (MMORPG) can be fused into a single hybrid experience, using the prototype game Takkar as its test case.

  • The hybrid's success depends mainly on supporting embodiment, which requires rich multimodal communication and the ability to perform actions concurrently.
  • The two most serious gaps identified were the inability to walk and talk at the same time and the loss of tone of voice as an expressive channel.
  • LARP should be the dominant partner in a MMORPG-LARP hybrid, with the online component adapted to LARP rules, and a minimal level of role-playing is needed to bind the two parts together.
DiGRAJan 2003
Cover of Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games
Report12 pages

Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games

Project Massive 1.0 is a Carnegie Mellon study examining how commitment to a guild relates to play time and sociability among massively multiplayer online game players.

  • Guild commitment is closely tied to engagement: highly committed members (mean Organizational Commitment Questionnaire score of 5.3 out of 7) played 18 to 24 hours per week, versus 10 to 12 hours for uncommitted players.
  • Committed members were also more likely to use email and message boards and to plan guild activities in advance, though the cross-sectional design means the direction of causality cannot be established.
  • The authors argue that cultivating guild commitment could deepen players' attachment to a game and thereby support longer subscriptions and greater developer revenue.
DiGRAJan 2003