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DiGRA

Association1,941 reports · 607 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 Stanislavski's System as a Game Design Method: A Case Study
Whitepaper15 pages

Stanislavski's System as a Game Design Method: A Case Study

This analysis investigates the application of Stanislavski's acting method as a practical framework for game design, moving beyond theoretical discussions to a concrete case study.

  • Stanislavski's acting concepts (objectives, conflicts, units, events, and the superobjective) were used to segment Lope de Vega's seventeenth-century comedy La Dama Boba into discrete game events for an educational point-and-click adventure built on the eAdventure platform.
  • The adaptation converted the play's scenes into five milestone-driven stages via a conversion table that mapped dramatic scenes to game tasks.
  • Applying Stanislavski's agenda technique gave the protagonist Laurencio a coherent player character, with his superobjective defined as "to become rich."
DiGRAJan 2014
Cover of Viewpoints AI: Procedurally Representing and Reasoning About Gestures
Whitepaper15 pages

Viewpoints AI: Procedurally Representing and Reasoning About Gestures

Viewpoints AI is a computational system designed to facilitate co-creative theatrical interaction between human performers and intelligent game agents, specifically focusing on the interpretation and generation of continuous, aesthetically meaningful gestures.

  • Viewpoints AI is a prototype co-creative system pairing a human performer with an AI co-performer in open-ended, gesture-based interaction, using the Viewpoints theatrical movement method as its procedural basis instead of pre-authored motion libraries.
  • The pipeline uses a Kinect sensor to convert human gestures into symbolic aesthetic predicates (tempo, duration, shape, energy, facing, spatial relationship), a Soar-based rule system to select a response mode such as longitudinal reflection, and domain-independent functional transforms to modify the response.
  • The AI's response is rendered as a firefly-swarm human silhouette, with predicates mapped to visual parameters like color and speed, and projected onto a semi-opaque muslin screen alongside the human's rear-projected shadow to co-create movement-based proto-narratives.
DiGRAJan 2014
Cover of Transforming Game Narrative through Social Media: Studying the Mass Effect Universe of Twitter
Whitepaper16 pages

Transforming Game Narrative through Social Media: Studying the Mass Effect Universe of Twitter

The analysis explores the phenomenon of interactive narrative in video games, specifically focusing on how social media, particularly Twitter, enables fan-driven storytelling within the Mass Effect universe.

  • Fans of the Mass Effect series used Twitter as a participatory storytelling space, with character accounts for figures like Garrus, Tali, Joker, and Saren acting as a collaborative narrative medium.
  • A textual analysis of 215 tweets from eight character accounts found about 89% were first-person and 69% present-tense, with the accounts adopting a consistent character voice.
  • Roughly 82% of tweets addressed other Mass Effect accounts versus only 6% engaging non-Mass Effect accounts, showing the narrative was aimed at fellow players rather than spectators.
DiGRAJan 2014
Cover of From Generative to Conventional Play: MOBA and League of Legends
Whitepaper17 pages

From Generative to Conventional Play: MOBA and League of Legends

The document examines the evolution of the Multiplayer Online Battle Arena (MOBA) genre, using League of Legends as a primary case study, to illustrate the transition from community-driven, "generative" game design to commercially refined, "conventional" play.

  • The MOBA genre emerged from player-modders working in Warcraft III, most notably the DotA mod, whose design choices (removing base-building, standardizing 5v5 play, and using a single symmetrical map) were later commercialized.
  • Ferrari positions League of Legends as the central MOBA case, citing it as the most played game by hours, supported by a professional competitive scene and a free-to-play model sustained by ongoing champion releases and data-driven balancing.
  • Ferrari argues League of Legends constitutes conventional, exocentric play, with its team-based competition shaped by layered hidden and complex information.
DiGRAJan 2014
Cover of Feminist Art Game Praxis
Whitepaper18 pages

Feminist Art Game Praxis

"Feminist Art Game Praxis" presents "PsXXYborg" as a case study in feminist art game development, aiming to disrupt conventional game design and player engagement through a cyberfeminist lens.

  • PsXXYborg is an experimental, arts-led feminist game in development that uses irony, parody, and glitch aesthetics to critique exclusion in game culture, grounded in theory from Haraway, cyberfeminism, Braidotti, and Grosz.
  • The report argues feminist texts must expose the patriarchal norms of their context and resist essentialist definitions of feminine authorship, with the project built through bricolage, collaboration, and multi-screen, FMV-based design.
  • The project deliberately removes the player avatar and disrupts first-person conventions through removed player agency, a fragmented gaze produced by multi-screen play, and mirror imagery.
DiGRAJan 2014
Cover of From Euclidean Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface
Whitepaper18 pages

From Euclidean Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface

The document, "From Euclidean Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface," analyzes the foundational visual representation techniques in video games, arguing that their selection is driven by functional and technical considerations rather than purely artistic traditions.

  • The visual analysis of games has been dominated by Albertian perspective, which obscures the wider repertoire of representational systems games actually use, including oblique, axonometric, and parallel projections.
  • The paper argues that the choice among projection systems is governed by functional and gameplay demands rather than artistic lineage, illustrated by SimCity 4 (parallel projection) versus Red Dead Redemption (perspective) as genre-driven decisions.
  • The 26.6-degree dimetric angle yields a clean 1:2 pixel ratio, which explains why isometric and dimetric projections persisted in pixel-art games.
DiGRAJan 2014
Cover of A Reality Game to Cross Disciplines: Fostering Networks and Collaboration
Whitepaper17 pages

A Reality Game to Cross Disciplines: Fostering Networks and Collaboration

"A Reality Game to Cross Disciplines: Fostering Networks and Collaboration" examines the efficacy of "Reality Ends Here," a semester-long alternate reality game, in cultivating interdisciplinary networks and collaborative skills among university freshmen in media production.

  • Reality Ends Here, a semester-long hidden game for incoming USC School of Cinematic Arts freshmen in fall 2011 and 2012, rewarded student teams for collaborative media projects through card-use points, serving as a testbed for how game mechanics shape student social networks.
  • Players' eigenvector centrality was strongly associated with game scores, explaining a substantial share of score variation (R² = 0.522) across two years of data covering 119 first-year projects.
  • Overall participation was 47% across both cohorts, varying from 33% to 67% across five academic divisions, and the authors warn that non-participants may feel alienated and attrition may skew the networking results.
DiGRAJan 2014
Cover of Elements of Social Action: A Micro-Analytic Approach to the Study of Collaborative Behavior in Digital Games
Whitepaper15 pages

Elements of Social Action: A Micro-Analytic Approach to the Study of Collaborative Behavior in Digital Games

This document presents a micro-analytic, empirical framework for understanding social action within digital games, building upon Carl Couch's theory of cooperative action.

  • The paper proposes a micro-analytic framework extending Carl Couch's five elements of sociation to cover both cooperative and conflictual interaction in digital games, arguing that conflict and cooperation draw on the same generic elements but serve different functions.
  • The authors contend that understanding collaborative play requires moment-by-moment analysis of observable interaction from audio-visual recordings, rather than relying on players' retrospective accounts of what they did.
  • In the single-player real-time strategy game Eufloria, game AI and narrative structure largely fix coordinated action in advance, leaving players limited room to redirect objectives.
DiGRAJan 2014
Cover of Playability and Its Absence: A Post-Ludological Critique
Article

Playability and Its Absence: A Post-Ludological Critique

Non-playable "art games" such as Proteus and Homes appear revolutionary only when single-player computer games are viewed apart from the longer history of interactive art.

  • Leino defines playability as a 'gameplay condition' in which constraints on interpretation and clear right/wrong feedback make players responsible for their freedom, and he argues this is what distinguishes single-player games from interactive art.
  • He traces a historical lineage from Allan Kaprow's 1960s Happenings through reactive environments and interactive installations to single-player games such as Tetris, framing games as the latest stage of machine-mediated audience participation.
  • Leino contends that 'non-playable' art games like Proteus keep game-like features such as failure and significance while removing goals and winning conditions, and that this absence can be a deliberate artistic strategy shifting meaning toward aesthetic and existential reflection.
DiGRAJan 2014
Cover of Cosplay: Material and Transmedial Culture in Play
Whitepaper13 pages

Cosplay: Material and Transmedial Culture in Play

The document examines cosplay as a complex, transmedial cultural practice, arguing it is a significant yet under-researched form of fan appropriation that enriches popular narratives and challenges conventional understandings of play.

  • Lamerichs argues cosplay is a material and transmedial practice at the intersection of fan community, play, and commerce, and that its hybrid mix of play, production, and consumption resists existing definitions of play, making it a useful test case for play and fandom theory.
  • Costumes circulate as liminal objects shaped by both fandom gift culture and commercial or non-commercial creative labor, blurring the boundary between labor and play.
  • Preliminary April 2013 searches found eBay listings dominated by China-sourced outfits and wigs, with gendered categorization favoring women's accessories and vendors policing feedback to protect their reputations.
DiGRAJan 2014
Cover of Assassin's Creed III and the Aesthetics of Disappointment
Article

Assassin's Creed III and the Aesthetics of Disappointment

Video game players produce a "culture of history" around the games they play through sustained commentary and critique, and this analysis argues that enthusiast press websites function as a "neoliberal archive" in which individuals build identity as "gamers" and compete over what Mia Consalvo terms gaming capital.

  • The paper argues that an "aesthetics of disappointment" lets players measure Assassin's Creed III against the series' past and against expectations for gaming's future, with disappointment depending on prior expectations shaped by paratexts such as leaked box art, previews, and developer interviews.
  • Based on qualitative close reading of user reviews and forum threads from June 2012 through January 2013 on sites like Giantbomb, IGN, Destructoid, and Polygon, rather than a formal survey or sample.
  • Critics targeted the game's level design, controls, technical glitches, narrative, and ending, often comparing it with Revelations, Dishonored, Far Cry 3, and Mass Effect 3, while others defended its naval combat and story.
DiGRAJan 2014
Cover of What Happens When a Cyberworld Ends: The Case of There.com
Article

What Happens When a Cyberworld Ends: The Case of There.com

Márquez's multi-sited cyberethnography examines what happens to players when a 3D social world is shut down, using the March 9, 2010 closure of There.com as its case.

  • There.com, a 3D social cyberworld, shut down on March 9, 2010, after its CEO cited insufficient revenue amid the economic crisis, and the analysis treats this as the loss of a real community rather than a mere product.
  • Displaced users responded with the language of death and mourning, grieving their avatars and searching for a new home across social networks and rival platforms.
  • The community dispersed to Facebook groups, Thumdar, and YouTube, while rival cyberworlds such as Second Life and Kaneva offered free accounts and currency exchanges to attract the displaced population.
DiGRAJan 2014