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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 Console Games in the Age of Convergence
Whitepaper14 pages

Console Games in the Age of Convergence

Console gaming's history since the 1980s, as this analysis traces it, has moved through a repeating cycle of convergence, divergence, and convergence again, with each phase shaped as much by institutional strategy as by raw technical capability.

  • Console gaming has cycled through repeated phases of convergence and divergence since the 1980s, with each phase shaped by institutional strategy as much as by technical capability.
  • Nintendo held over 80 percent of the US console market and about 90 percent of Japan's in 1989, before Sony's CD-ROM-based PlayStation entered in 1995 and captured over 20 percent of the games market by 1996 through aggressive pricing and a larger software library.
  • Sega withdrew from hardware after the Dreamcast's online strategy failed amid slow modem speeds and weak uptake of its service, while Sony's PlayStation came to dominate the late-1990s and early-2000s market.
DiGRAJan 2002
Cover of The Similar Eye: Proxy Life and Public Space in the MMORPG
Whitepaper14 pages

The Similar Eye: Proxy Life and Public Space in the MMORPG

Across its argument, this work contends that massively multiplayer online role-playing games, despite their rhetoric of alternative universes, function as genuine public spaces.

  • The report argues that MMORPGs such as EverQuest, Ultima Online, Anarchy Online, and Star Wars Galaxies function as genuine public spaces, countering theorists like Richmond, Davidson, and Gibson who deny that virtual environments can support authentic public interaction.
  • Its central mechanism is oppositional game design: dividing the world into safe cities, dangerous wilderness, and quest zones, with the environment acting as antagonist, creates functional dependence on other players, which the author identifies as the foundation of community.
  • Drawing on de Certeau's strategies and tactics, along with the figures of the crowd and the flâneur, the analysis holds that public space emerges through player improvisation within designed frameworks rather than from the designed structure alone.
DiGRAJan 2002
Cover of In Defense of Cutscenes
Whitepaper12 pages

In Defense of Cutscenes

Rune Klevjer's essay "In Defense of Cutscenes" mounts a theoretical argument against radical ludology, the position that narrative elements in games are irrelevant ornaments layered over play.

  • Klevjer's essay argues against radical ludology, the view that narrative in games is an irrelevant ornament, and instead holds that cutscenes are an integral part of the gaming experience where narration and play can coexist.
  • Klevjer contends that game events are inherently representational and rhetorical 'symbolic actions,' which gives narrative framing a legitimate role in shaping how players understand their activity.
  • The essay addresses the 'paradox of make-believe' in story-based games such as Grand Theft Auto III, where players want both open-ended agency and a pre-written narrative, and argues cutscenes resolve this tension through genre-based framing.
DiGRAJan 2002
Cover of Towards Communicative, Collaborative and Constructive Multi-Player Games
Whitepaper15 pages

Towards Communicative, Collaborative and Constructive Multi-Player Games

Tony Manninen's work argues that multiplayer games are often mechanically shallow and that academic theory and industry practice remain poorly connected.

  • The central finding is that participants communicate effectively in virtual environments when systems offer multiple communication channels in a "memorable, yet invisible" manner, with non-verbal communication identified as a key design priority.
  • The author proposes two models of "rich interaction": a horizontal concept model describing forms of interaction and a vertical hierarchical model structuring them, aimed at making multiplayer games more communicative, collaborative and constructive.
  • The work argues that multiplayer games are often mechanically shallow and that academic theory and industry practice remain poorly connected, partly because commercial secrecy limits researchers' access to industry data.
DiGRAJan 2002
Cover of Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games
Whitepaper16 pages

Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games

Aki Järvinen's "Gran Stylissimo" offers a framework for analyzing the audiovisual appearance of computer and video games, proposing that their styles can be classified into three categories: photorealism, caricaturism, and abstractionism.

  • Järvinen's framework classifies game audiovisual style into three categories (photorealism, caricaturism, and abstractionism) and defines its elements as dimensionality, point of perception, visual outlook, and soundscape, arguing these matter more for understanding games than conventional genre labels alone.
  • Games differ from film because players manipulate and simulate environments, which gives sound a functional role: diegetic sound grounds the player in the space and gives feedback on actions, while nondiegetic sound can be anchored to locations to build mood.
  • Game aesthetics circulate constantly with film, as shown by Max Payne borrowing the 'bullet time' effect from The Matrix, so game styles cannot be analysed in isolation.
DiGRAJan 2002
Cover of Computer Game Criticism: A Method for Computer Game Analysis
Whitepaper12 pages

Computer Game Criticism: A Method for Computer Game Analysis

Lars Konzack's paper proposes a seven-layer method for analysing computer games, arguing that games must be examined on their own terms rather than by transferring frameworks from other disciplines, while still drawing on existing analytical traditions.

  • Konzack proposes a seven-layer method for analysing computer games (hardware, program code, functionality, gameplay, meaning, referentiality, and socio-culture), arguing that all layers should be considered together so that technical, aesthetic, and socio-cultural perspectives are integrated.
  • The method takes a bottom-up approach, beginning with a general description of the game that separates its virtual space from the surrounding playground to preserve a sense of the whole.
  • The paper argues that games must be analysed on their own terms rather than by transferring frameworks from other disciplines, while still drawing on existing analytical traditions.
DiGRAJan 2002
Cover of Gameplay Rhetoric: A Study of the Construction of Satirical and Associational Meaning in Short Computer Games for the WWW
Whitepaper15 pages

Gameplay Rhetoric: A Study of the Construction of Satirical and Associational Meaning in Short Computer Games for the WWW

This study examines how short web-based computer games construct rhetorical meaning that extends beyond their interactive mechanics, focusing on satire and allegory.

  • The study argues that short web-based games communicate satirical and allegorical meaning through rhetorical devices rather than through story or simulation, so meaning persists even when gameplay is rudimentary.
  • Satirical effect in these games is produced mainly by incongruity, pretense via parody and low burlesque, surprise, superiority, exaggeration, and violence, drawing on Feinberg's taxonomy of satirical technique.
  • Allegorical meaning relies on conceptual mappings such as "life is a journey" and on metonymic relations, which the author's pilot game Vanitas Game uses to express mortality.
DiGRAJan 2002
Cover of The Gameplay Gestalt, Narrative, and Interactive Storytelling
Whitepaper13 pages

The Gameplay Gestalt, Narrative, and Interactive Storytelling

Craig Lindley's paper contends that gameplay in computer games is best understood as a "gameplay gestalt," a learned, repeatable pattern of perceptual, cognitive, and motor interaction, and that this repetitive structure undermines deep narrative immersion.

  • Craig Lindley argues that gameplay in computer games is best understood as a "gameplay gestalt", a learned, repeatable pattern of perceptual, cognitive, and motor interaction, and that this repetitive structure undermines deep narrative immersion.
  • In many action-oriented titles, the three-act story is delivered through non-interactive cut scenes while player interactivity is confined to low-level tasks with little bearing on the plot.
  • Lindley proposes that gameplay gestalts be studied as measurable across perception, cognition, and motor demands, and notes that strategy games often compete with narrative for players' limited cognitive resources while offering thematically shallow experiences.
DiGRAJan 2002
Cover of Whose Game Is This Anyway?: Negotiating Corporate Ownership in a Virtual World
Article

Whose Game Is This Anyway?: Negotiating Corporate Ownership in a Virtual World

T.L. Taylor's essay examines who legitimately holds a stake in massively multiplayer online games, using EverQuest as its central case and drawing on a two-year ethnographic study of that world.

  • Taylor argues that corporate claims of ownership over MMOs like EverQuest are an incomplete account of authorship, because the identities, communities, and economic value of these virtual worlds are produced largely through players' collective labor.
  • Sony's 2000 ban on selling accounts and items through eBay and Yahoo! was framed as intellectual property protection, but it also safeguarded subscription revenue and the integrity of the game's cooperative economies, illustrating how property rhetoric can serve commercial interests.
  • Corporate owners assert control through end-user license agreements, account bans, and claims over fan fiction and derivative works, while users are poorly positioned to contest these claims in court.
DiGRAJan 2002
Cover of The Pleasure of the Playable Text: Towards an Aesthetic Theory of Computer Games
Whitepaper9 pages

The Pleasure of the Playable Text: Towards an Aesthetic Theory of Computer Games

Georg Lauteren's paper argues that the prevailing study of computer games, which focuses on their poetics or formal structure, should be supplemented by an aesthetic theory centered on pleasure, meaning how players use games, what they enjoy, and what kinds of gratification they experience.

  • Georg Lauteren argues that the dominant poetics-based study of computer games should be supplemented by an aesthetic theory centred on pleasure: how players use games, what they enjoy, and what gratifications they experience.
  • The paper frames computer games as "playable texts", combining their status as mediated sign systems that gain meaning through intertextual culture with their structure as rule-based, competitive activities in Johan Huizinga's sense.
  • Lauteren proposes three analytical levels of pleasure: psychoanalytical, social, and physical, drawing on Laura Mulvey, John Fiske, and Roland Barthes.
DiGRAJan 2002
Cover of Albert Goes Narrative Contracting
Whitepaper9 pages

Albert Goes Narrative Contracting

This paper, "Albert Goes Narrative Contracting," proposes a methodology for studying how participants in role-playing encounters negotiate shared fiction, framing each conversational move as a narrative offer that can be accepted, blocked, or met with a counter-offer, a concept drawn from improvisational theatre.

  • Acceptance of a player's narrative offer shows the strongest association with enjoyment, playfulness, and intent to return, with the largest correlation to intent to revisit (r = 0.75, p<0.001).
  • Blocks show only a weak negative correlation with enjoyment and little relationship to other fun measures, while counter-offers show almost no discernible correlation with any response.
  • The authors frame conversational moves in role-playing as narrative offers that can be accepted, blocked, or countered, a concept borrowed from improvisational theatre.
DiGRAJan 2002
Cover of The EverQuest Speech Community
Whitepaper13 pages

The EverQuest Speech Community

Susana Tosca's study argues that the EverQuest player base constitutes a genuine speech community, despite earlier doubts about whether the concept of community can apply to online spaces.

  • Susana Tosca argues EverQuest's player base is a genuine speech community, applying Erickson's six criteria (membership, relationships, commitment, shared values, collective goods, duration) and Hymes's SPEAKING framework to text-based in-game interaction.
  • The game studied had roughly 98,000 peak concurrent users and about 400,000 players, and was treated as a stable, context-bound community whose linguistic norms are shaped by its fictional gameworld.
  • Field research found most players were "powerplayers" focused on character advancement rather than roleplay, so the performative speech the framework anticipated largely failed to materialize.
DiGRAJan 2002